Space Engineers

Space Engineers

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Q-Tech Weapons 1.3
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Type: Mod
Mod category: Block
File Size
Posted
Updated
45.663 MB
Feb 25, 2024 @ 2:48am
Mar 12, 2024 @ 12:24pm
4 Change Notes ( view )

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Q-Tech Weapons 1.3

Description


Welcome to Q-Tech Weapons. This mod contains a set of general purpose energy weapons and missiles. 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.

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. If you really need 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.



The description of each block in this mod can be found in the Q-Tech Weapons Guide. Please refer to the guide for information about each block.



This mod contains the following blocks:
    Heavy Beam Turret
  • Heavy Pulse Turret
  • Light Beam Turret
  • Light Pulse Turret
  • Beam Cannon
  • Pulse Cannon
  • Missile Launcher
  • Torpedo Launcher
  • Countermeasures Launcher
  • Starfury Drone



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.


  • Countermeasures Launcher - Netrunner_PL
  • Missile / Torpedo - Euvand
  • Starfury - Hangar.B.Productions



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods. You can click here to go to my workshop.





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]
71 Comments
RuralTowner May 1 @ 7:35pm 
I see Whitestar I Sub...
SILVER May 1 @ 5:30pm 
@Qarannia Thank you for letting me know.. Much respect. Love your mods.
Qarannia  [author] May 1 @ 8:53am 
@SILVER Yep, it's on the to-do list. All my mods are broken so I have hundreds of blocks to fix. The fix itself is easy; repeating it hundred's of times, not so much.

In the meantime, the blocks should show up if you do a search in the G-Menu.
SILVER May 1 @ 7:57am 
Q-Tech Weapons Pack 1.3. These are not showing up in game on server at this time since Keens game breaking update yet once again. Would you be able to fix this please?
Qarannia  [author] Jan 1 @ 1:14am 
@DarkWolfe2093 They worked last I checked. If your base has power and the Starfury Launcher is switched on you should see the fighter appear after about 5 seconds of reloading. If not, then something may be wrong somewhere.
DarkWolfe2093 Dec 31, 2024 @ 4:29pm 
Do the starfuries actually work cause i put on on my base and don't see it?
Qarannia  [author] Oct 28, 2024 @ 3:33am 
@Brokenbonesbg Ok, well that's good to hear.
Brokenbonesbg Oct 28, 2024 @ 2:25am 
not sure what the issue was but it fixed when i reset the game
Qarannia  [author] Oct 28, 2024 @ 1:26am 
@Brokenbonesbg I've just tested heavy beams and pulses and they're both working for me. Make sure the target is in range and that it's a valid target; if it doesn't have weapons then WC will often ignore it.
Brokenbonesbg Oct 28, 2024 @ 1:19am 
So i have the required mods but non of the heavy turrets are responding to enemy targets