Space Engineers

Space Engineers

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WeaponCore - 2.5
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Type: Mod
Mod category: Block, Script, Modpack
Filstørrelse:
Offentliggjort:
Opdateret:
33.550 MB
4. feb. kl. 19:15
22. sep. kl. 14:13
83 ændringsbemærkninger ( vis )

Abonner for at downloade
WeaponCore - 2.5

Beskrivelse
Version: CoreSystems - 2.5(25)

Weapon Core is a complete rewrite of Space Engineers combat system. The way combat works in this system is very different from Vanilla and many conventions that you are familiar with will be different.

This "mod" by itself does not add new weapons to the game, it is the framework (engine) by which other weapon mod authors may create pretty much any kind of weapon they can imagine.

This mod will convert all of the default vanilla weapons to WC versions. In addition it will remove any incompatible third party weapon blocks from the world, unless you override this behavior in game.

WC Wiki
https://github.com/Ash-LikeSnow/WeaponCore/wiki

Current WC ModList
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Current-WeaponCore-ModList

If you appreciate WeaponCore upvote and consider donating:
https://www.patreon.com/user?u=14228932

Discord Server
https://discord.gg/AHAXmgd5Kq

Having issues? Click the link below:
Step 1: Follow these instructions to clear cache, use ModId: 3154371364:

https://gist.github.com/THDigi/6314052c53c7bb411eea24ab59522098

Step 2: Create fresh world, adding only the WeaponCore (No Other Mods!)

Step 3: Create two simple grids, each with a station terminal, gatling turret and reactor. Make sure they are in range of each other and of enemy factions.

Still having issues? Join the discord for help.

Incompatibility
The WC team and many other mod authors receive a constant stream of "bug reports" and confused users due to inherent incompatibilities between WeaponCore and mods based on Vanilla weapons.

If you have incompatible third party weapon blocks in your worlds, are willing to accept loss of functionality and instability you can enable UnsupportedMode by typing "/wc unsupportedmode" in the chat console or by editing the mods world config file.

There is a "ThirdParty whitelist" for known compatible mods, e.g: Beam Drill mod by Gwin.

[Howto/Guide]
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips
https://www.youtube.com/watch?v=BnuRdispD1E
https://www.youtube.com/watch?v=FOmeLkHtapE
https://www.youtube.com/watch?v=bRMUwAYCxuk
https://www.youtube.com/watch?v=36Y4Pn5DRC4

[Moders Guide]
https://steamproxy.net/sharedfiles/filedetails/?id=1998506274

Useful WC Programblock scripts
https://steamproxy.net/workshop/filedetails/?id=2197435489

To mod authors that use this framework I only ask that you include a link to this page, but I would very much appreciate if you let your users know they can contribute to this project if they would like. Thanks.

Example for Weapon Modders:
https://github.com/Ash-LikeSnow/CoreParts

ProgramBlock API Howto
https://steamproxy.net/sharedfiles/filedetails/?id=2178802013

Thanks to Ash for server override enhancements and quality of life work on v2. Thanks to CriegwareFare for his work on the block animations and assisting with ammo inventory and weapon loading ui! Thanks to NukeGuard for the awesome GUI/HUD design and textures. Thanks to Derek for weapon area placement limit feature. Thanks to the math wizard himself Whiplash for all of his help with the mind bending math required to pull off the advanced target tracking and smart projectile guidance systems is this mod. Thanks to BDCarrillo for his help with eliminating the last of Keens grid area effect damage code and working on the drone code.

Also much thanks to "Abisius" for providing support in the steam comment section! He has answered a ton of peoples questions over the last year or more!



License:
https://github.com/Ash-LikeSnow/WeaponCore/blob/master/License

Populære diskussioner Vis alle (6)
9
18. feb. kl. 15:17
My vanilla turrets wont fire
Stefan
3
27. sep. kl. 9:51
Game crashing when guns start firing like 50% of the time.
SteelRain
1
27. mar. kl. 3:52
Weapon core
Kirito
288 kommentarer
Abisius 2. okt. kl. 13:41 
@John Helldiver
what do you mean with "The structure of this mod is horrible"?

if it refers to the point that you cant mix wc based stuff with nonwc stuff that is something limited by se itself as it can only handle one weaponframe properly at a time, though you can still put subweaponframeworks on a weaponframework without the same probs as if you would put in multiple weaponframeworks.
John Helldiver 2. okt. kl. 13:37 
The structure of this mod is horrible, i don't understand why this is used so much.
Abisius 21. sep. kl. 10:52 
@Dragon_Roy23
let me guess you did use weaponmods that arent based on wepancore?
if yes that is due to weaponcore beeing a weaponframework and spacee gineers can properly handle only one weaponframework at a time so if you use weaponcore the vanilla weaponframework will basically be in passive mode.
you will need to choose if you want to use weaponcore based mods on nonweaponcore mods.
take a look here for some information about some of the compatibility problem: https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips#december-2022-addendum-on-non-wc-weapons

also that is nothing that can be changed from modder side and it would need a keen side change for space engineers beeing able to hanlde multiple weaponframeworks properly.
Dragon_Roy23 21. sep. kl. 10:18 
Weapon core is broken beyond repair with most if any turret mods.
Abisius 16. sep. kl. 9:32 
@Riaz
if you think its a bug inside the bug report area on the wc discord, if you just need general help to narrow it down and sort it out inside the help area on the wc discord.
Riaz 16. sep. kl. 9:18 
I confirmed the cache was clear and ran the world with only vanilla weapons + base weaponcore as the only mod.

Autocannon turrets, large-grid rocket turrets, and interior turrets continued to operate, but large-grid assault cannon turrets and small-grid rocket turrets failed to track on new ships after 7 minutes of ship printing.

I'm running 20 ship printers, so the issue may be sim-speed related / preventing block initialisation. The log shows two null reference exception errors for a CoreSystem's ray casting function. I've had similar errors to this before mass-printing with the vanilla Offensive AI block, which caused me to remove it from all ships, so the issue may be beyond the mod.

If it would be useful, where is best to send the report to?
Riaz 14. sep. kl. 19:55 
Thank you for the prompt response; I haven't done a cache clear yet, I'd only noticed that after making the post. I'll do that first, then check with the vanilla scenario + anti-neutral setting and report back.
Abisius 14. sep. kl. 19:31 
@Zarlev
as far as i could find out the default weaponsettings are something defined by the modder or keen depending on who did make the weapon.
an yep its probably a good idea to turn target neutrals to of on default.
Abisius 14. sep. kl. 19:25 
@Riaz
1: can you reproduce it with the vanilla weapons that get replaced with the internal replacer of wc?
2: did you already check for mod conflict and file corruption?

if 1 is true please make a report including example world with just weaponcore and requirements if, if its fals you need to go over to aryx as its then probably on that end.

if 2 is false please check for it, if its true default to 1.
Riaz 14. sep. kl. 18:56 
I'm building attack drones with ship printers, and finding that ships will somewhat randomly have their turrets unable to automatically track targets. The first few ships are usually fine, but after a while, the newer ships stop tracking; sometimes it's all turrets, other times it's only a few. Entering the cockpit, they seem pre-locked on nothing, and unlocking the lock permits them to fire as usual. The Apollo turrets are quite consistent with the error, while the Athena turrets seem to normally always operate. I thought the defensive AI might be messing with the locks, but removing it hasn't resolved the issue. I'm using Aryx Weapons.