Space Engineers

Space Engineers

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

Subscribe to download
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]
51 Comments
Qarannia  [author] May 1 @ 1:32pm 
@arreclain Have fun. :steamhappy:
arreclain May 1 @ 8:52am 
The Babylon 5 fan within me is the happiest person alive right now. Thank you, I can't wait to try this out.
Qarannia  [author] Apr 30 @ 3:52am 
@eight Thank you. It's not my model but it does look good. :selike:
eight Apr 30 @ 12:05am 
Stopped by to say: :steamthumbsup::steamthumbsup: for the Whitestar in your screenshots.
Qarannia  [author] Apr 1 @ 1:40am 
@VS-lockon Yes, exactly like that. There is a hit box; it's just very thin and one block wide. If you look at the actual block where you place the drone down you'll see the outline, so it is possible to delete the block. This was done so that people could have drones in their hangars but also park actual grid ships in the same place without bumping in to large collision boxes. If you switch off the drone the model disappears and the collision box is a bit easier to spot then.
VS-lockon Mar 31 @ 1:25pm 
oh so it like a gun that fly out my hanger ang attack the targeted how ever there no actual hit box so once you place it you can't delete it un less you delete the whole ship
Qarannia  [author] Mar 31 @ 12:22pm 
@VS-lockon Ok, I think I see where you're coming from. I reckoned you were familiar with my Star Trek and BSG drones. The Starfury, like all my drones, is actually a "gun" that fires a ship shaped projectile. Thanks to the magic of WeaponCore, that "ship" (which is actually a bullet) will fly to the ship you have targeted and will then orbit and attack it. After a while it will disengage and fly home.

You set it up like any WC weapon, with a fire button on your toolbar. Set the weapon in the Terminal to Keypress and shoot it like a normal missile launcher.
VS-lockon Mar 31 @ 9:54am 
Qarannia cool however I still don't see a point to it i place it down in the world it doesn't have a hitbox it I can't even get into it to fly around and trust me i try 1000 times to do so the Weapons are nice tho so good job on these
Qarannia  [author] Mar 31 @ 5:20am 
@VS-lockon It's just a fighter drone. I made it because I like it.
VS-lockon Mar 30 @ 3:13pm 
mmm nice mod how ever i dont see point of the fighter