Space Engineers

Space Engineers

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CIV (WeaponCore) ( Discontinued
   
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
4.655 MB
Oct 23, 2021 @ 12:12am
Oct 23, 2021 @ 11:42am
2 Change Notes ( view )

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CIV (WeaponCore) ( Discontinued

In 1 collection by Kreeg
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.

Classics : CIV Series
This Weapon Set , from the InspiredWeaponry Days, is essentially Civilian-Grade Vanilla+ Weaponry.
This means, really compact turrets, with above vanilla range with a catch, poor accuracy at range, limited damage output, and fragile units, with the benefits of cheap, compact and easily replaced.


Weapons are Survival-Capable, being able to manufacture their ammo via the Consumables Tab in Assemblers, and be fed via their underside conveyor port.
None of these Weapons use Platinum or Uranium in their ammunition costs.
Their most expensive component is up to 5 units of silver.

Their Audio, as is a typical-kreeg issue, is being reworked, and is currently entirely vanilla audio that has been repurposed.
The Model quality on select turrets, is being reworked later on, and their skin-compatability will be later enabled during this process.

Weapon Damage is relatively limited, but have no overheat, or placement limits -- They're CIV Grade, they aren't fancy.

Over time, I expect to have time, to add to, or improve available weapons without introducing anything too fancy, they're CIV after all.


Why a New Release, and not an Patc
Due to an WeaponCore Glitch, I had to change the AmmoMag IDs, so this if directly swapped in, with an Old CIV save, will likely delete ammo.
So, I have left the Original online, for 3 reasons; In case someone wants the relatively difficult to break Vanilla-version, to prevent sudden deletions if someone comes back to an old save, and to Allow users to convert their ammo back into raw materials.
That way, you don't lose any resources, as that just doesns't feel right, regardless of how cheap the Ammo is.

Contents
  • Defense Platform (1.8km)
  • Offense Platform (2.5km)
  • Spear Platform (1.5km)
  • Bolter Platform (1.5km)
  • Guardian Platform (2.1km)


Features
  • WeaponCore Systems
  • Fully Recolorable Metals
  • Cheap yet Effective Ammunition
  • Easily Identified Ammunition
  • Compact as it gets Sizes, largest at 3x3
  • Multi-Functional
  • Survival Ready (Blueprints, Pipeable)



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://steamcommunity.com/sharedfiles/filedetails/?id=1918681825

* This Link above will need to be adjusted, as will the listing of People.
WeaponCore's support team, over the years has Grown, and they need to be remembered.

This mod was also re-activated, due to the dedication of ARMCO User "Soup", who likes to use CIV on their civilian craft, and has been quite helpful , in ensuring that CIV doesn't go overboard.

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.
22 Comments
black_dragon1230 Jan 6, 2023 @ 12:56pm 
@Rifleman I have suggestions for you if you want non-WC weapons. They are Warfare II DLC Additions (24), Assault Weapons Pack (August 18 Update), MWI - Weapon Collection 2 (9), [MCRN] PDC Cannon Turret, and also OKI Grande Weapons Pack - Modernized to name a few. Im sure more people can weigh in on this and give more suggestions.
Kreeg  [author] Jan 5, 2023 @ 3:04pm 
If they link back to the Original Mod, they can have their own version.
I prefer if they use the Unlisted system, but that is merely icing on the cake.

As for WeaponCore Ports :
In a sense, yes and no.
Since that supports the furthering monopoly that WeaponCore wants where it has all Content while robbing others, so I'd prefer not.
ThePropheticWarrior Jan 5, 2023 @ 11:04am 
I fully understand why you left WC, and I'll probably move away from it - if more weapon mods move away from it. But if anyone asks if they can fork your work to/for WC, would you? Just curious!
Kissa Jan 4, 2023 @ 7:52pm 
Thanks alot for those 3-4 vanilla weapons. Should be enough, weaponcore keeps breaking good weapon mods I love.
Kreeg  [author] Jan 4, 2023 @ 6:10pm 
Well, it ensures other mods can't be direct compared to WC as WC breaks them so, its profitable.
--
As for weapon mods; Sadly haven't looked recently, I know Whiplash tech still works, Lucas weapon code mostly works, New Vanilla weapons work well, hell Spinal Weaponry still works, and its like 6 years old without me needing to change shit. lol

As for the WC mods; yeah as they can't have version control, so updates make their configs invalid and shatter, Long term operations without constant repairs is impossible.
Kissa Jan 4, 2023 @ 3:03pm 
Oh, so WC is just flashy graphics.
"WC as of last week, deletes any Weapon block not managed by itself.
That sums up WC vs Weapon Authors; Monopoly and hostile takeovers."

That would make sense by this weapon pack I use(d) is not working, well I mean not spawning.
Pretty fucking rude of them to have done that, but they probably do not give a shit.

Do you know of any vanilla weapons of which are updated and working? Alot of discontinued or not updated WC mods are usually broken.
Kreeg  [author] Jan 3, 2023 @ 11:41pm 
Alure of features, He convinced numerous large weapon authors into it while letting them use flashy graphics, at the cost of no version control, massive overhead on authors, and lack of stability for long term projects.

CIV itself, still sports an non-WC original, and like most of my weapons uses Vanilla typeIDs.
Not that WC's recent update didn't make that pointless.

WC as of last week, deletes any Weapon block not managed by itself.
That sums up WC vs Weapon Authors; Monopoly and hostile takeovers.
Kissa Jan 3, 2023 @ 11:30pm 
Why do many people use weaponcore anyway? I swear, every time I find good weapon mods they are broken by weaponcore and they require it, or they are broken by weaponcore when they do not even use it.

I wish people made weapons without weaponcore, or atleast weaponcore being friendly to fellow modders.
Like what the hell does weaponcore update anyway? I see no weapons from the mod itself.
Kreeg  [author] Sep 2, 2022 @ 1:16pm 
Old model series, this set predates me giving up on custom-conveyor visuals, so they're generally circle units on this one.
rsharp6957 Sep 2, 2022 @ 1:02pm 
Something must be wrong with my mods because none of them show ports for conveyors.