Space Engineers

Space Engineers

188 ratings
Battlestar Galactica Mod Pack 2.9
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Type: Mod
Mod category: Block
File Size
Posted
Updated
431.380 MB
Jan 30, 2023 @ 11:36am
Jan 21, 2025 @ 4:45am
20 Change Notes ( view )

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Battlestar Galactica Mod Pack 2.9

Description


Welcome to the Battlestar Galactica Mod Pack by Q-Tech. This mod pack adds a number of weapons and fighter craft from the TV shows and 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. It is also optional, but not mandatory, to use the Q-Tech Vanilla Reinforcement mod on my workshop together with this mod pack. It will make the fights last longer as the armor will be tougher and the weapons are balanced against the effective DPS of the WeaponCore Vanilla Replacement Weapons.

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!



The description of each mod in the mod pack can be found in the Battlestar Galactica Mod Pack Guide. Please refer to the guide for information about each 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.



This mod contains the following blocks:
  • KEW Battery
  • Fixed Battery
  • Flak Battery
  • Point Defence Battery
  • Colonial Guided Missile Launcher
  • Colonial Nuclear Missile Launcher
  • Cylon Guided Missile Launcher
  • Cylon Nuclear Missile Launcher
  • Drone Launcher including Viper MKI, MKII and MK VII; Cylon Raider MKI, MKII and MKIII Heavy Raider; and Raptor
  • Centrifuge for producing Enriched Uranium for nuclear missiles
  • Small grid Viper Cannon
  • Small grid Cylon Raider Cannon
  • Small grid Viper Missile Launcher
  • Small grid Cylon Raider Missile Launcher
  • Small grid Raptor Missile Launcher, Rocket Pod, and Decoy Launcher
  • Colonial Viper MKII Kit
  • Colonial Raptor Kit



The Energy and Kinetic damage resistances in this mod are set to 1. This means that weapons will do 100% of their normal damage to the affected blocks. It is possible to customise these resistance values 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:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon as well as overrides for the armor resistances of the blocks. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. Each <ArmorOverride> section can be copied to the config file between the <ArmorOverrides></ArmorOverrides> tags. You can then change the weapon damage output or armor resistance values to suit your gameplay.


  • Cylon Raider MK I - ShaggyDude
  • Cylon Raider MK II (TRS) - Mohamed Hussien
  • TRS Cylon Heavy Raider - Marian87
  • Single KEW Battery - Battlestar Galactica Deadlock
  • Dual KEW Battery - HustlerJohn
  • Colonial Nuclear Missile - Bogdan Kuznetsov
  • Colonial Guided Missile - Euvand
  • Colonial Viper Missile - Pocolov
  • Point Defence Battery - Atherin
  • Raptor - Pagan
  • Viper MK-I - LocoPixel
  • Viper MK-II - LocoPixel
  • Viper MK-VII - LocoPixel
  • Centrifuge - Pavlinkov
  • Enriched Uranium - Asset Factory



If you like this mod pack 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]
460 Comments
Crysis Revelation Mar 25 @ 10:08pm 
It appears that all of the weapons in this mod have been broken by the latest weaponcore update. Now every weapon block is back to being a conveyor sorter.
Qarannia  [author] Nov 21, 2025 @ 5:33am 
Yeah, PDCs plus the flak turrets are a must. The truth is, though, that if the basestar gets close enough, neither the flak nor the PDCs will stop that missile barrage. Also, nuking the basestar is the quickest way to stop the flow of murder hornets (I like that description).
B.R. NortherlyRose Nov 20, 2025 @ 1:42pm 
didn't mean to make 2 comments but I'm altered, also I'm pretty sure the Cylon ships have no guns whatsoever like the show so you need only worry about the Colonial ships
B.R. NortherlyRose Nov 20, 2025 @ 1:41pm 
Since the MES mod hasn't been updated yet, they most likely default to one of them, should prolly check before just using the Colonial Desigins
Crysis Revelation Nov 20, 2025 @ 6:43am 
Did your ship also have the PDCs in this pack? They are a key part of the flak screen, as they provide more precision to it by shooting down nukes and heavy fighters.
boomstick154 Nov 20, 2025 @ 4:00am 
I was using your encounters mod but those swarms though I couldn't put enough flak on my ship to counter the murder hornets that are the cylons
Qarannia  [author] Oct 26, 2025 @ 3:44am 
@boomstick154 As I said to NipSlip in the previous comment, there is no MES part of this mod; it's a completely separate mod. It's meant to be an extreme challenge; the Cylons decimated the 12 Colonies after all.

If it's too big a challenge in the beginning, and I can totally agree that it would be, then simply disable that mod until you're ready for it. IRL got in the way of me fully realising my vision for that MES mod, and I have (for the time being) completely stepped away from SE modding.

If someone else wants to use this mod to make their own Cylon MES mod then that's fine by me.
boomstick154 Oct 25, 2025 @ 9:26pm 
the mes pack of this sucks XD the cylons swarm you like bees
NipSlip Oct 15, 2025 @ 12:43pm 
Thank you!
Qarannia  [author] Oct 15, 2025 @ 6:05am 
@NipSlip There are no encounters in this mod; you must have also loaded my BSG Encounters mod.

The encounters will spawn from the word go; the Cyons hate you remember. :steamhappy:

There is a way around it; setting your antenna range to below 1,000 m should stop them from spawning.

If that doesn't suit your gameplay then it's best to disable that Encounters mod until you're ready to take on a Basestar or two.