Space Engineers

Space Engineers

439 ratings
Star Trek Mod Pack 5.8
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
1.531 GB
Oct 23, 2021 @ 1:20am
Oct 22, 2024 @ 3:15am
51 Change Notes ( view )

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Star Trek Mod Pack 5.8

In 1 collection by Qarannia
Space Engineers Mods
102 items
Description


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 requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list.

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

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason! Many of the weapons' characteristics can be modified using the WeaponCore server config file.

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



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. Special thanks to NathorusLP for his work on translating the entire guide in German. The Star Trek Mod Pack Guide (German) can be found by clicking the link.

Q2. Can you split up the mod pack and make different parts available separately?
A2. Check out the Star Trek Modules collection. It's a re-make of this mod (mostly) but in smaller modular format.

Q3. Can you add [insert name here] block or function?
A3. This mod will no longer have new items added to it, but will continue to be maintained should something break.



It is possible to customise the damage values for many of the weapons in this mod using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



The WC Server Config[github.com] details what can be customised for each weapon. Using the <AmmoOverride> section between the <AmmoOverrides></AmmoOverrides> tags you can change many of the weapon damage output values to suit your gameplay.

Note: Some weapons, such as the Disruptor, use WeaponCore's EWAR system which is not open to change using the server config file.



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.



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





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]
2,675 Comments
Qarannia  [author] Apr 19 @ 7:26am 
@Marcin Tom They work for me. What happens when you try to use them?
Marcin Tom Apr 18 @ 9:59am 
support ships dont work :(
Qarannia  [author] Apr 18 @ 5:32am 
@White Mist I'm on an extended break from SE modding so I'm no longer adding things to my mods. I fix stuff if Keen breaks it but I have no plans for new stuff anytime soon.
White Mist Apr 18 @ 5:29am 
Could you make a corridor pack based on the TNG Enterprise?
Qarannia  [author] Jan 31 @ 10:17am 
@TaterTot1-1 You're most welcome, and I am really hoping to be able to take my mods over to SE2 because it just looks epic, even in early Alpha.
TaterTot1-1 Jan 31 @ 9:44am 
I was going to ask the SE2 question but since that's been done then I'll just say thank you @Qarannia for an awesome mod (same for Q-Tech) and whether it gets brought over or not, I am just so grateful for the fun I got to have playing your mods.:steamhappy:
SiegeX01 Jan 22 @ 7:16pm 
Here's hoping for the ideal world then :) your star trek mod has been the center of SE1 for me since it came out, I'd love to see what types of detailed ships can be made with SE2's engine/block system along with your star trek blocks if you're able to bring them over. Fingers crossed!
7th Calvary Airborne Foxx Jan 21 @ 7:39pm 
@Qarannia "In an ideal world I'd love to bring my mods to SE2."

This tells it all. It means that you want to as long as it's possible which leaves it to just a matter of time. :) I eagerly await.
Qarannia  [author] Jan 21 @ 4:31am 
@7th Calvary Airborne Foxx I've asked myself the same thing. I've pre-ordered SE2 to see what it's like; it looks good from the demos but time will tell.

Firstly, it'll depend on the modding process for SE2. Will it be the same or not? Will Keen provide us with tools that previously came from 3rd party modders? If tools need to still be developed once Keen reveal their vertical slice for modding, will there be anyone around willing and able to do that?

Secondly, my mods heavily utilise mod frameworks to deliver what they do (WeaponCore, MES, ToolCore, Animation Engine). If Keen offers us a viable alternative then great, but if they don't then those frameworks will have to (potentially) be updated to work with SE2. Will there be anyone to do that? Who knows?

In an ideal world I'd love to bring my mods to SE2. Let's see what happens. :steamhappy:
7th Calvary Airborne Foxx Jan 21 @ 4:25am 
@Qarannia Sorry if this was asked before. I am writing without my glasses so it's hard to read the fine print. Will this be coming to SE2 at some point or has life taken you away from modding entirely?