Space Engineers

Space Engineers

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Soteria Effort (Vanilla+ Countermeasures Weapon Pack)
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
16.388 MB
May 30, 2025 @ 7:50pm
Jul 6 @ 6:10pm
13 Change Notes ( view )

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Soteria Effort (Vanilla+ Countermeasures Weapon Pack)

In 1 collection by TheRebornAce
Vanilla Weapon Mod Collection (Updated: Mar. 13, 2026)
57 items
Description
WARNING: NOT compatible with WeaponCore. See below for additional details.

My first and very small Vanilla+ weapon mod pack. This is purely a defensive mod pack and provides no additional destructive power advantage. If you desire destruction, check out my weapon mod pack the Kratos Program; designed to go hand-in-hand with this mod.



[imghttps://i.imgur.com/p9s4Um6.png[/img]
As tension rises between the many independent factions and the United Systems Confederacy, Titan-Armament Industries find themselves in a possible long-standing galactic war. Knowing this will lead to many factions growing and advancing their armaments, T-A Industries must quickly evolve their own defensive efforts. This led them to their first research program: The Soteria Effort.


Directional Infrared Countermeasure Turret:
A laser-based countermeasure point-defense turret. Can intercept multiple projectiles in a short amount of time but requires a sufficient amount of space to operate and enough energy to maintain ammo capacity. Has a max range of 900m allowing more time for reacting longer range missiles/rockets.

Infrared Countermeasures Pod:
A pod that rapidly deploy infrared flares to detract common homing munition. Available for both large- and small-grids. Each flare has a 15% of distracting incoming missiles. Godspeed.

Signature Decoy Launcher:
An advance decoy launcher that fires expensive RF-emitting capsules simulating the owner's signature. Effective at deceiving many homing munitions, especially those with high detract resistance. However, each capsule has a 65% decoy effectiveness making them expensive to produce. Highly recommended to only use against very dangerous homing-based munitions.

Smart-Swarm Countermeasure Pod:
A rapid firing countermeasure system that fires homing decoys that interferes with incoming projectiles along its path towards the locked target. Can also be used to overwhelm enemy PDCs when within range. Does nothing on impact. Requires a bit of timing for effective use.

Charged-Vapor ECM:
An electronic countermeasure designed to be used against Player-Made Missiles (P2Ms). These include but not limited to: vanilla AI missiles, Whip's WHAM/LAMP missiles, or Rdav's Gen3 missiles. When the trailing grid is within the smoke's envelope, any parts within reach will be temporarily disabled allowing you to re-maneuver freely within a certain amount of time. Requires proper timing and positioning to use effectively.

Smoke Grenade Launcher:
A simple launcher that fires smoke grenades to instantly break line of sight between you and the observer. Does NOTHING against AI detection.


FAQs
Is this WeaponCore compatible?
No, nor are there any plans to make it so. If you have WC on your server/save, this may be your primary issue causing Soteria Effort to not work properly. Remove WC before reporting any bugs. Also, modding is just a hobby of mine and maintaining one version is more than enough. HOWEVER, I am open to any discussions with whoever is willing to make and maintain a WC port. Also, most likely, there are MANY WC weapon mods with these type of blocks. No need to dilute the pool even further in my opinion...

Mod.io available?
No. I personally do not use that platform and thus will not create and maintain a mod for a platform I do not plan to use. Also, this mod requires scripts to work, which are not allowed.

Reuploads?
No reuploads allowed. Any form of Full or partial reuploads of this mod will be reported to Keen and Steam. A ModAdjuster supplementary mod (for balance changes only) is ok and does not require permission; just credit and a link back to the original is good enough.

Bugs/Issues
Please let me know of any bugs or issues you may encounter. This is one of the primary reasons I made my first mod small as I expect possible bugs/issues and will need to make the effort manageable.

However, before reporting, I would kindly request that the mod is tested on its own in a clean world and confirm the issue is not stemming from a compatibility issue with another mod. There are many mods on the workshop and it is impossible to compensate for all. After confirming the mod by itself is fine, determine which mod is causing the issue. Let me know which mod and the required steps to replicate the problem consistently. I will try to fix the issue on my end if possible. No guarantees...

You can let me know of such issues either in the comments below or on the official Keen discord server as I float about in there as well. You can also find me in the Vanilla+ Framework discord server and ask there if you are part of that server.

Complementary Mods
See below for a couple of mods to expand your combat experience while running this mod in parallel:

For more vanilla weapon mods, see my compiled list of available working vanilla-based weapon mods I found on the workshop. I try to keep it updated on a semi-regular basis.
https://steamcommunity.com/sharedfiles/filedetails/?id=3235735206

Credits
Flare firing audio is from War Thunder by Gaijin Entertainment. Asset use per the following contribution agreement: https://live.warthunder.com/contribution_agreement/?lang=en
War Thunder GitHub audio asset repository: https://github.com/GaijinEntertainment/fmod_studio_warthunder_for_modders

Special Thanks
Huge thanks to Digi, enenra, gruzzob, Kreeg, Space Ace, stonelords, and many others on the official Keen discord server in helping me create and complete my first ever mod. Best spell-checkers SE modders got.

Another huge thanks to Nerd e1 for creating the Vanilla+ Framework; expanding the possibilities of vanilla combat.
32 Comments
TheRebornAce  [author]
Apr 24 @ 5:45pm 
@all Patch 2.0.0 is now out! this may also be the last major patch to this mod. can only be so creative when it comes to countermeasure systems. Standard maintenance and bug fixes will still be applied as needed.
Mar 15 @ 11:58pm 
is there a mod that adds weapons like these that work with weapon core?
TheRebornAce  [author]
Jan 21 @ 6:17pm 
gave it a test and seems to be working as intended on my end. not sure what may be causing the vanilla missiles to not home
TheRebornAce  [author]
Jan 21 @ 7:42am 
So i assume vanilla missiles. Do you have the mod that allows vanilla missiles to home? These decoys only work against homing munitions if programmed to.
Jan 21 @ 7:15am 
was being shot at by pirates via missiles.
TheRebornAce  [author]
Jan 21 @ 6:56am 
How are you testing? Grid ownership is first to come to mind.

And on which missiles? The IRCM pod and Decoy pod each have their own % chance of distracting homing munitions and never guaranteed. This % chance is also dependent on the missile's % resistant
Jan 21 @ 5:28am 
Infrared Countermeasures Pod: an Signature Decoy Launcher: was testing them and they didnt seem to have an effect on the missles
TheRebornAce  [author]
Jan 20 @ 8:40pm 
@titanius anglesmith going need to be more specific so i can help - what's not working? in any case, i tested all the block and they all work as intended. i did stumble across an issue of the SG decoy launcher with the incorrect internal volume not allowing to feed ammo. was it that?
Jan 20 @ 7:29pm 
just me but they dont seem to be working