Space Engineers

Space Engineers

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Star Trek Mod Pack 5.6
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
1.502 GB
Oct 23, 2021 @ 1:20am
Jan 10 @ 1:18am
49 Change Notes ( view )

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Star Trek Mod Pack 5.6

In 1 collection by Qarannia
Space Engineers Mods
102 items
Description
Introduction
Welcome to the Star Trek Mod Pack by Q-Tech. This is a collection of all my Star Trek themed mods assembled together into one pack. This mod pack requires WeaponCore and Animation Engine to function, so make sure you have those mods loaded in your world.

Update information for this mod can be found in the Change Notes tab.

FAQ
Q1. How do I use all this stuff?
A1. Read the Star Trek Mod Pack Guide. Please refer to the guide for information about each part of the mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.

Q2. Help, the weapons won't fire!
A2. You didn't read the guide, did you? You need a Targeting Sensor for most of the weapons to work.

Q3. Can you split up the mod pack and make different parts available separately?
A4. Check out the Star Trek Modules collection. It's a re-make of this mod (mostly) but in smaller modular format.

Q4. Can you add [insert name here] block or function?
A4. Ask away in the comments section. I am open to new ideas; just be aware that not everything is doable within the SE framework, and even some things that are, may not be worth it in terms of the time and effort required to implement them.

Warning
Under no circumstances is this Mod Pack to be publicly re-uploaded by anyone for any reason! If you want to make a modified version specifically for your server then ask first. I've never said "no", as long as the modified version is unlisted.

Latest Update - Version 5.6
The following is what's new in Version 5.6:
  • Minor fixes.

Coming Soon - Version 5.7
Here I will list the additions / deletions / fixes / balances for the next release only. Disclaimer: This list may change between posting and the actual update.

The following is what's planned for Version 5.7:
  • Coming soon.

My Workshop
If you like this mod pack then please visit Qarannia's Space Engineers Workshop to check out my other mods.

If you like it, please give it a thumbs up or leave comments.



Credits
Due to space constraints on Steam mod description pages I have had to move the credits to image format. They are now the first images displayed in the image section at the top of the mod page. My thanks and credit to all those whose creations have contributed to this mod pack.

A special thanks goes to fellow modder Sherbert for allowing the use of his teleporter code for the turbolift. He is the author of the excellent Atlantean Transporters mod.

A special thanks also to Gwindalmir for allowing the use of his ramscoop script which allows the Bussard Collectors to work properly.

Support
If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
2,487 Comments
Qarannia  [author] 16 hours ago 
@Kirito I just had a look and that typo you found was fixed over a year ago. What version are your running of the mod as there have been multiple updates since I fixed that? If it's still incorrect you may have an old version or a corrupted mod update.

At any rate, I've double checked and copied the corrected file over again so it should be fixed (again) with the next update, soon(ish).
Willchill Jun 8 @ 8:17am 
oh thank you
Qarannia  [author] Jun 8 @ 5:55am 
@Willchill Because they're not ice collectors; the ice is simply a necessary intermediate step. They are O2 generator blocks that generate ice when moving using "script-magic". They are then designed to immediately turn that ice into liquid Deuterium for the warp cores.

If you want ice for other things you'll need to mine it.
Qarannia  [author] Jun 8 @ 5:53am 
@big_blue_4101 This is on purpose. Those components have to be "admin-ed' in because the torpedoes they help make are extremely OP. If you're in a single player survival game then just admin them to yourself. If it's a server then the server admin has to decide when, where and how many should be made available, perhaps as a reward for an activity.
Qarannia  [author] Jun 8 @ 5:51am 
@JohnJ44 Yes, they're designed to be used in conjunction with the power blocks in the mod, not with vanilla power blocks.
Qarannia  [author] Jun 8 @ 5:50am 
@UKSHADE I assume you're talking about a small grid cockpit here. Is the cockpit conveyored to the cargo hold? What are you trying to pull through? Some thing's don't fit through small conveyors, like bottles and components.

As for automatically removing stuff when docked, from my experience SE doesn't do that natively, you need a script like Isy's.
Qarannia  [author] Jun 8 @ 5:47am 
Kirito Thank you; I'll put that in with the fixes for the next update.
Willchill Jun 6 @ 3:55pm 
why dont bussard collectors push the ice out of them automatically
big_blue_4101 Jun 3 @ 3:32pm 
there are two components for torpedo ammo that I can't make. the energy dampener and phase transducer. they are needed to make their respective torpedoes. Help
JohnJ44 Jun 1 @ 9:44pm 
Is it normal for the star trek weapons to have crazy high power draw, even when not in use? I cannot practically use them with base game power generation in survival.