Space Engineers

Space Engineers

136 ratings
Serpent Arms ( Survival Overhaul Release) ( Discontinued
3
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
411.022 MB
7 Mar, 2021 @ 6:58pm
30 Apr, 2022 @ 4:42pm
35 Change Notes ( view )

Subscribe to download
Serpent Arms ( Survival Overhaul Release) ( Discontinued

In 2 collections by Kreeg
Serpent Arms
7 items
WeaponCore 2022 | Notable Weapon Mods
69 items
Description
WeaponCore has made it clear, it is hostile to modders who try to maintain their works.
Every month, these Files have been damaged, and no assistance or support given to make the work repairing them was ever given.
Entire backend sections changed, and invalidated prior knowledge and Codework, resulting in this mod and every other mod I made needing to be repaired.
Constantly with no Warning, causing any Mod to be effectively unstable.
I can not spend the time, on over 45 mods to repair them every month.


Serpent Arms
Welcome to Serpent Arms, an Gauss-Technology Themed Set, using WeaponCore.
Primary Range is 3km to 7km, with Shield-Puncture ammunitions for the Gauss weaponry', and Grimlock.
Their durability is also quite notable, with the HeavyArmor modifier to further improve their damage resistance.
Serpent Arms, is part of the Corporate Warfare set of Kreeg Weapon Mods.


Fully Survival Ready, minus build-states which are in development.

Contents
  • Grimlock Launcher, with 3 Ammunition Types, 10km
  • Reaper, Extended-Range Gauss Turret, 7km
  • Kesi, Gauss Anti-Missile-System Turret, 3km
  • Ceis, Gauss Anti-Armor Turret, 3km
  • Twine, Light Missile Turret, 5km
  • Chaff Launcher, 1km


Features
  • WeaponCore Systems
  • Full Skin-Support
  • Animated Recoil, Animated Reloading
  • Long Range Focus
  • Gauss Flavor


Notables

Serpent Arms, main build release focuses on supplying one of the primary weapon types with kinetic-flavor.
The ER Gauss supplies long range shield-piercing power at a cost of raw damage', that can be cycled to replace the shield-pen for increased shorter-range damage.

The Cesis provides basic SP' firepower, that is consistent though not amazing per shot.

The Kesi provides a rapid-fire anti-torpedo solution that while it overheats quickly, each shot can terminate most torpedoes in a single hit.

The Twine provides highly agile swarm missiles in rapid fire barrages, allowing long range engagements against plentiful targets.

The Grimlock provides dangerous firepower in a difficult-to-master frame, with twin-fired high-yield missiles with 3 focused flavors to reward clever use of the ammunitions.

This weapon mod is set to recieve a small-grid launcher, mortar, and other unteased weapon systems.
To further expand your options, visit the Expansion packs for this series.


Appreciations & Addressing
As this is a Weapon-Core mod, that means the Core systems are Built by Darkstar, Derekt And CriegWarfare, with Whiplash Help for Targeting.
Here is Weapon-Core Directly: https://steamproxy.net/sharedfiles/filedetails/?id=1918681825

Mexpex has been on the forefront for Weapon-Core Testing & help, so here's his latest WC Mods, you should check out: https://steamproxy.net/sharedfiles/filedetails/?id=1920388300

Nukeguard, also has been developing for Weapon-Core, and has handled several of the Graphics for the Core, Here's some of his latest: https://steamproxy.net/sharedfiles/filedetails/?id=1919124745

Pilft, is another WeaponCore Modder, and has an Excellent selection with his new Railguns, check it out here: https://steamproxy.net/sharedfiles/filedetails/?id=2016817336

Wortho, also has WeaponCore Dakka: https://steamproxy.net/sharedfiles/filedetails/?id=2022951500

AutoMC is also working with the core, and handles directly the Discord housing the great project, Check out his workshop here: https://steamproxy.net/sharedfiles/filedetails/?id=1841717947



Disclaimer:

All Rights to the content within, as per Steam statements & legal code, declare the original Author, IE Kreeg, owns their own model assets, code work, and all files of their own design & creation.
These ownership rights & controlling rights do not extend to Keen, nor any 3rd party, nor are invalided by any external force.
Your "usage" rights, are limited, and do not grant nor extended nor imply any rights to control, ownership or similar.
All code sections are owned by their respective parties: An example being scripter CS code, belongs to the scripters whom made it, and are referenced.
Keen has no rights nor ownership to any content or assets created by me or others involved this project.
Steam & Keen guidelines state this legal fact.

Anyone who fails to understand this, or attempts to illegally clone, acclaim ownership, illegally take control or similar to the mentioned assets in any manner,
Can, be DCMA'ed by Me, to legally take all such attempts down with legal force.
If you have a problem with this; You can go read Steam's exacting legal documents on the matter.
I am nicer than most, do not make me waste my time Going after theives.
44 Comments
Abisius 18 Sep, 2022 @ 12:47pm 
@zaneymoore
standard first aid list (file paths may vary for servers or non windows users):
delete all modrelated data and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
make a testworld just with the affected mod and one of the other mods as a mod conflict test.
check the world where you experience the problems for modconflicts by removing mods and readd them in a trial and error fashion with different orders of the mods till you found the conflict or if you have gone through all mods to find that there is no modconflict.
Abisius 18 Sep, 2022 @ 12:47pm 
@zaneymoore
they are based o nsorters t allow for more functionf of wc to work properly, so if soem files are missing or get corruptet they fall abck o nbasic sorter ebhaviour, besides that inventory sorting scripts allways think that they are sorters.

try if checkign the games fiels via steam file itnegrety check for the agems avaible i nthe steam library and the standard first aid list helps you.
McRagesauce 18 Sep, 2022 @ 10:47am 
This may be an odd question, but for some reason these weapons (all SA) seem to acting as sorter for me. I'm having a hard time finding anyone with similar issues... is it possible im missing something? Otherwise hoping to be pointed towards a potential fix, was loving the micro gauss for a heavy fighter im working on appearance and fit wise at least lol🙂
Magnesium Mango 2 May, 2022 @ 11:41am 
We got it baby
Kreeg  [author] 1 May, 2022 @ 1:07pm 
Missiles have to be in the radius of the chaff when it detonates'
IE For the most part, you fire them pre-emptively
Will investigate the fire issue.
PF28 1 May, 2022 @ 7:08am 
How to use Chaff Jammer? Could not interfere with missiles such as MWI and UNSC.
And if there is a block behind it, the jammer will fail to fire.
Kreeg  [author] 30 Apr, 2022 @ 2:21pm 
Greetings.
SA's Logo is effectively a demonic snake.
---
Per the Update Log: This now is survival capable.
Sandfury 29 Apr, 2022 @ 11:17pm 
I see a serious lack of snakes.
Abisius 20 Apr, 2022 @ 1:13am 
@SirCrazyDuckling
you should be able top read out what ammo is needed with a look into the control menu of the weapon.
DiabeticDuckling 19 Apr, 2022 @ 10:48pm 
help they dont fire at anything and i have the weapon core active and what ammo does it take