Space Engineers

Space Engineers

(ARMCO) Starwars Master File
84 Comments
Kreeg  [author] 2 Jun @ 8:08am 
Essentially no.
Master file itself hasn't broken however.

-- on another note : Enenera has new SW mods, so there's always those
kpoopert 2 Jun @ 8:01am 
are the ARMCO star wars mods still being worked on, or are they cancelled or on hiatus?
Kreeg  [author] 12 Feb @ 4:11pm 
Unsupported mode, was added weeks after. After weeks of it being unremovable with no off-switch
In addition, I do not approve of my user base being harassed to remove & uninstall my mods.
Let alone after I had left WC, to suddenly have it flip off my workshop.

So no, turning it off isn't good enough.
They can fuck themselves.
Perryax 12 Feb @ 4:09pm 
Granted this feature is NOT elegant at all, but it can be disabled, although it will still complain when you use non WC blocks.
Perryax 12 Feb @ 4:08pm 
If you are referring to how WC deletes vanilla blocks or other non WC blocks, this feature can be disabled by using /wc unsupportedmode
Kreeg  [author] 12 Feb @ 4:02pm 
Their new management has not removed this code, and that very same code with their dependencies is causing the two WeaponCores to kill each other.
So not only would I suffer every single bug of WC, I'd suffer every single new 'build' of WC being exclusive which means possibly dozens of dependencies trying to kill each other, even if I removed the hostile code myself, a user just has to not notice 1 single instance of WC in their mod list, and mine gets deleted from the entire game.

So I would be constantly getting invisible errors in my user error reports, from possibly a single mod using WC of any kind just shutting mine down, flashing error code that doesn't exist, while concealing itself from crash logs.

Akin to if SE itself decided randomly one day, to uninstall other space games, lock them out, and hide that it did it one day.
Kreeg  [author] 12 Feb @ 4:00pm 
Anything of a weapon typeID gets deleted, blocked from placement, and flashes error-code red text onto the screen detailing how to uninstall the mod that added said block.
This text & deletion is hidden from the Crash log, meaning when this thing breaks another mod it has concealed that it was the source of the problem.
So lets say I add any block with a Vanilla TypeID of say any Turret, any fixed-mount gun or a flare, that block is then instantly deleted & locked from the world automatically, and no new blueprints are allowed to have them either -- effectively stripping entire typeIDs from the game itself.

(Part 1)
Perryax 12 Feb @ 3:32pm 
hostile code?
Kreeg  [author] 12 Feb @ 3:30pm 
It still has the hostile code, and I am not fixing their crap.
I rather spend my time doing game development than fighting a script mod that got full of itself.
Perryax 12 Feb @ 3:28pm 
I hear Weapon core is under New management and a new mod-ID
Kreeg  [author] 25 Nov, 2023 @ 2:31pm 
To be blunt about it.
I got overworked, the other person I was working with to put it politically-politely, made me quite cross, so I burned out and I was the one handling the majority of it, to the tune of 99%

Then of course, WeaponCore itself decided to be turn into an absolute malware waste, so it died.

There's a server with a modernized rebirth of the Rebirth that has modern content based on this stuff, and Enenera has restarted in small-isolated parts their own from scratch work, providing things like a functional X-Wing kit and are working on a TIE.
Sadly they use weaponcore, but it is what it is.

I apparently missed a message from november
- The ISD & Carrack are under special permissions from CoreyLosses, past that, I do not mind user(s) updates & reworks, the only thing I ask is simply linking back to the original.

The scary notice above is as I was ordered to write one, and well I write them well. lol
kpoopert 25 Nov, 2023 @ 2:04pm 
what ever happend to all the armco star wars mods cuase i havent heard anything about them for like 4-5 years even though they were realy hyped
GoddessGaming1520 1 Nov, 2023 @ 12:04am 
can i get permission to update your mods?
Kreeg  [author] 19 May, 2023 @ 9:35pm 
This is just resources, planets, and components.
So mechanically no as the file has neither.

NPCs were handled by Imperial Incursions.
Weapons were handled by the connected mods, most of which were built pre-wc, and converted to WC, prior to WC shagging itself.
TheAlmightyWarrior 19 May, 2023 @ 5:41pm 
Do the weapons use weaponcore and is there any files which only have the weapons/armour with no factions
Kreeg  [author] 19 Mar, 2023 @ 12:54pm 
Well it doesn't modify vanilla assets, so it should be fine.
marcelunzen 19 Mar, 2023 @ 4:18am 
hallo... leider ist der mod inkompatibel mit Eat. Drink. Sleep. Repeat! .. beim wechseln des Anzugs stürtz das game ab.
Leiche341 18 Mar, 2023 @ 6:57am 
the imperial Micro Factory is not working, how can i fix it ?
ceilyurie 2 Nov, 2021 @ 7:55pm 
The larger ships sure do fire though....
Kolevra 25 Sep, 2021 @ 10:18am 
Thanks porkchop. Any idea about tie fighter shooting iddues. I hear weapon core can cause issues maybe
TopSecretPorkChop 22 Sep, 2021 @ 9:29pm 
The ores spawn on the custom planets which are included in the mod, and I've seen them spawn in asteroids. But I don't think they spawn on regular planets, but you can convert vanilla ores into the new ones.
Kolevra 22 Sep, 2021 @ 2:58pm 
I haven't encountered any of the new ores yet. Just the standard issue ores. Also with the tie fighter drones notnl firing. Turns out you can make them fire by putting the shoot on/off on the hotbar and they'll shoot even without ammo which is strange. But you need to take over the grid first so its pretty tedious 🤔 oh and they blow each other up when they're in a group as they evade into each other
TopSecretPorkChop 22 Sep, 2021 @ 9:15am 
There seems to be an issue with there being no counterpart for Cobalt among the Star Wars specific resources, with the effect that on the provided planets, there is no way to get cobalt, leading to there being no way to get grids to produce cargo containers, assemblers, or refineries (or is this intentional as a way to force the use of the faction specific new refineries/assemblers?) Even if intentional, it has the (possibly unintended) side-effect of making tool upgrade more difficult if not impossible on non-vanilla planets (without leaving said planet).
Kolevra 21 Sep, 2021 @ 4:02pm 
Hey loving the mods so far. I'm playing a star wars themed solo survival currently. I just came up against a swarm of tie fighters however none I'd them were shooting. I managed to capture one and after some fenageling got it to work and shoot but it seemed none of the spawned ties were able to fire the rounds they had in there weapon systems. I had to steal one and rebuild the front end to get it to register the ammo was there. Any idea what might be going on?

That said the sounds and explosions and detail on this mod.... Amazing well done
duckygamer86 16 May, 2021 @ 12:15pm 
thanks for the help will definitly use it!
Kreeg  [author] 15 May, 2021 @ 4:58pm 
8 or so Planets, with the specialized Starwars Voxel Resources.
The Voxel resources themselves.
Voxel Textures
The Starwars Components, Recipies for them
Component Blueprints, Resource Blueprints
Transparent Materials (Glass types)
Customized Particles used by the Project, for Explosions, Launches, Weapon trails
Some Audio' assets
Weather Assets for Planets
Tree \ Foliage Assets for Planets
NPC Character Models (Spiders currently)
Custom Gas IDs


Basically, Assets that can be accessed cross-mods, to cut down on duplicate assets across the project mods.
duckygamer86 15 May, 2021 @ 4:42pm 
what exactly has been added in this mod the description is a bit vague and i want to know a bit more before using it
Kreeg  [author] 19 Mar, 2021 @ 3:59pm 
I have some of the longest IDs in SE, and avoid vanilla overrides like the plague.
So it's incredibly hard to conflict'
HardStrike 19 Mar, 2021 @ 3:05pm 
It fixed itself but it was still super weird, mod conflict possibly? i dont know what the chances of that are lol
Anyways all good now
Kreeg  [author] 19 Mar, 2021 @ 1:44pm 
I don't modify programblocks in this.
It avoids modifying any vanilla IDs, and can't change core classes.
HardStrike 19 Mar, 2021 @ 12:09pm 
Ever since installing this, i cannot use programmable blocks, and i cannot edit existing ones from spawned ships, odd stuff.
Kreeg  [author] 5 Feb, 2021 @ 1:32pm 
This is just like normal mods that add planets.
Smitie 5 Feb, 2021 @ 11:52am 
I am currently having an issue getting this to start on my private DS it will not load and just starts a new system. I was wondering if there is an install guide
Kreeg  [author] 21 Jan, 2021 @ 11:12pm 
Those should be blueprints' at best. Not exactly sure why it's in the log
Rick Astley from Rick Roll 21 Jan, 2021 @ 11:02pm 
Another thing is, i have these mods setup in a dedicated server. When I join it says error,

This is what it says:
Error
[ARMCO] Mining Guild Golan
[ARMCO] Gladiator II Star Frigate
[ARMCO] Gladiator II Star Frigate
[ARMCO] Mining Guild Golan

Its just a repeat of that, I dont know if this is an error on my end or just the game/mod doing it. Thanks for the help.


Kreeg  [author] 21 Jan, 2021 @ 12:45am 
I currently don't have a direct spawn pod option when one of the planets are spawned', and my pre-set system wasn't yet released.

For NPCs; Install Light Incursions & Modular-Encounters-Spawner
Rick Astley from Rick Roll 21 Jan, 2021 @ 12:12am 
How do I start on one of the planets for the mod, or how do i got about encountering one of the factions
Galvek 26 Nov, 2020 @ 3:57pm 
alright, keep up the great work! so far i am loving these mods
Kreeg  [author] 26 Nov, 2020 @ 3:44pm 
Maybe this week? Multi-tasking a bit hard, on HSR', BSG Release, and fixing a few others.
Galvek 26 Nov, 2020 @ 3:37pm 
when will next update be out? i love the design and sounds and everything about them so i really dont wanna remove them :D
Kreeg  [author] 26 Nov, 2020 @ 2:31pm 
Yeah, that's the DOT, for some reason once triggered, it ignores AOE (Area-of-effect), and just impacts the entire grid that was hit', while not damaging armor.
Not sure why', I left it on that effect, assuming it would've been fixed by now, but looks like I need to swap it out for the time being.
Galvek 26 Nov, 2020 @ 1:10pm 
ok so i figured out that its the sith pulse cannons that do it. i just made myself a ship, and added one on my ship, and it started shooting that ship, and every single functional block was either destroyed or almost destroyed. even with friendly fire off.
Kreeg  [author] 26 Nov, 2020 @ 12:11pm 
Ah I see, Weapon Replacer.
I'll look into the Sith Pulse Cannons, there's a bit of a glitch with how Damage-over-time works.
Galvek 26 Nov, 2020 @ 6:04am 
no but i also use one of the weapon upgrade mods from Lucas, so all npcs can have different weapons :D
Kreeg  [author] 25 Nov, 2020 @ 7:43pm 
I don't have any NPCs fielding any Sith Hardware.
Quite literally, No NPC was designed to field it.
Galvek 25 Nov, 2020 @ 7:29pm 
its impossible for them to just explode, but it did happen each time i used the sith auto cannons, when 1 hit my shield from a NPC, it exploded everything.
Kreeg  [author] 25 Nov, 2020 @ 7:07pm 
We don't have anything that instantly blows things up.
I don't even have a dedicated missile carrier, in the NPCs', off the top of my head.
Galvek 25 Nov, 2020 @ 7:01pm 
i also have another problem, i have tested this quite a bit now, but whenever a ship from starwars (with some of the modded blocks) comes near my base, every functional block i have instantly blow up. its the 5th time i had to rebuild everything from scratch :D
Galvek 25 Nov, 2020 @ 9:57am 
its the MEGO things, the transports, etc. the tie fighters and other fighter crafts do come and attack me, but everything else is just frozen until i come close to it. also sorry for telling u this in the wrong mod again :D
Kreeg  [author] 25 Nov, 2020 @ 7:14am 
Master File doesn't handle NPCs',
Not sure which NPCs in particular are in reference, Incursions uses MES'