Space Engineers

Space Engineers

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TIO Industries Weapon Pack
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Type: Mod
Mod category: Block
File Size
Posted
Updated
684.361 MB
8 Oct, 2021 @ 6:05pm
2 Jun @ 4:50pm
45 Change Notes ( view )

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TIO Industries Weapon Pack

Description
This is a collection of all my current weapons into a single pack.
Detailed Information on each weapon system in this pack can be found down below.


*
If you are using the weapon pack do not add separate uploads of the weapons to your world
*
Many more weapons coming soon!

[APES] Anti Projectile Energy System
https://steamproxy.net/sharedfiles/filedetails/?id=2491104114

M1A2 Coilgun
https://steamproxy.net/sharedfiles/filedetails/?id=2448975310

Trident Torpedo Turret+SG+Fixed
https://steamproxy.net/sharedfiles/filedetails/?id=2559293991

Jump Drive Disruptor
https://steamproxy.net/sharedfiles/filedetails/?id=2370861426

Vulcan AutoCannon
https://steamproxy.net/sharedfiles/filedetails/?id=2670144014

Vulcan SAMs Turret
https://steamproxy.net/sharedfiles/filedetails/?id=2684202222

M42 Tank Gun
https://steamproxy.net/sharedfiles/filedetails/?id=2702581758

The Iron Maiden
https://steamproxy.net/sharedfiles/filedetails/?id=2803055422

Archer Missile Launch Bay
https://steamproxy.net/sharedfiles/filedetails/?id=2812591313

ThunderBolt Gatling Gun
https://steamproxy.net/sharedfiles/filedetails/?id=2819905028

VXM-08 Multi Launch Missile System
https://steamproxy.net/sharedfiles/filedetails/?id=2858287091

XMA-41 Guardian PDS
https://steamproxy.net/sharedfiles/filedetails/?id=2858282587

MK1-3 Battleship/Rail guns
https://steamproxy.net/sharedfiles/filedetails/?id=3018183243

Scalable Super Laser
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3034416353

Coilgun fixed, Concord, Bofors, XMA 42, flare launcher do not have separate uploads at this time

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Most Recent Update
New Weapons
Scalable Super Laser
Scalable Coilgun
Concordia Cannon
MBA-57-Bofors AutoCannon
XMA-42 Guardian (big brother of the XMA-41)
Flare Launcher(SG)
Fixed Trident Torpedo Launcher
SG Trident Launcher

Animations
Corner light emissives will now change to yellow during retracting/unretracting events. They will also now turn yellow when the weapon is reloading and yellow + red blink when it has overheated. If the turret is out of ammo it will turn red



Particle Effects
Most if not all weapons have had adjustments to there particles and firing effects as well as their projectile trails. Trails have been adjusted so that you can easily tell the difference from a lower end damaging weapon and larger deadlier weapons. Example: Iron maidens projectiles are now less noticeable and MK3 railguns projectiles are very distinct and will hopefully inform pilots visually when in combat.



Balance
Major balance changes to most if not all weapons. This has happened over a long period of time so the exact numbers are lost on me. Most weapons are less powerful aiming for longer battles. Velocity and accuracy of many weapons has changed so that at longer ranges skillful pilots & smaller ships can dodge weapons (especially mk3 weapons). Ideally these balance changes also leave a place for vanilla weapons to be used along side my weapons. Ammo cost changes are plentiful as well as PCU count adjustments which will help when using PVE mods that use a threat score.

Descriptions of all weapons have been updated to give more info and also give range of weapon and what ammo it takes.
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KNOWN ISSUES

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This mod requires weaponcore2.0(CoreSystems
Animation Engine

If you would like to support me and more creations ;3
https://paypal.me/JacobLCollins?locale.x=en_US
https://www.patreon.com/KillersArmory

Discord
https://discord.gg/5buf2myy3g
If you would like to see teasers,give feedback on current weapons and future projects and discuss what future weapons I shall make consider joining the discord. :3

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Future TIO Updates
I will be starting a new job which requires many hours. I will continue to maintain this pack (unsure about separate uploads) if anything were to break it. I may still add new content and additional weapons but it would be a slow process. Potential future weapons would be: Rework JDD, Missile Var of Iron Maiden, Fixed gun versions of current weapons. Energy weapons.
390 Comments
ATF_Coldblooded Carebear || 20 Jun @ 3:27pm 
Will do
Killerbee77  [author] 20 Jun @ 2:39pm 
Not sure then. If it keeps happening lemme know
ATF_Coldblooded Carebear || 20 Jun @ 11:42am 
Nope only my builds was present, no neutral or enemies grid present because i was doing a test firing and damage assessment on the dreadnought I was building. So I clean up alot of the previous target so the turrets and missiles won't get confused.

I use Build World mod for creation so it empty.
Killerbee77  [author] 18 Jun @ 11:41pm 
Weird behavior but they shouldn't deal friendly fire damage anyways. If there was anything behind you even far off they maybe re-targeted to it after losing their current target
ATF_Coldblooded Carebear || 18 Jun @ 8:53pm 
last night i was trying my new ship VS a practice target (a 30x30x10 heavy armor block with a antena battery and remote block set faction to pirate) got it lock on then fire 8x VXM-08 Multi Launch Missile System at it just as i my gun destroyed the last active component those missle when straight ahead then made a u-turn and came back at me and hit my ship.
i hope that not intended to be like that... is it???
Killerbee77  [author] 10 Jun @ 2:29pm 
You will probably need to make the changes and upload a private version or add it locally to your world if single player and then remove my pack and use the locally edited pack you made
Daniel(DK) 10 Jun @ 12:06pm 
@killerbee77 would any edit i make be reset everytime you update the mod or only if you change the same file i did?
Captain_Shadow10 9 Jun @ 3:34pm 
@Abisius I did not get a notification of you message so sorry for the late response

I hate using weaponcore due to how fundamentally it changes how to use and setup weapons, Iv been playing space engineers sense back in Early Access, Im used to being able to do things like drag and drop rc onto my hotbar to remote control a turret, and things like that. I guess its that im more used to how vanilla works that I prefer something like Vanilla+ that just adds frameworks instead of something like weaponcore that completely modifies it
Killerbee77  [author] 9 Jun @ 3:16pm 
You’d have to edit the files
Daniel(DK) 9 Jun @ 5:22am 
is there a way to increase the max AI range?