Space Engineers

Space Engineers

Star Wars Weapons + Energy Shields, vanilla components, rebalanced
46 Comments
JohnJ44 May 24, 2022 @ 10:37am 
Thank you for your time, energy, & work @jonn19 ! My sister & I have had alot of fun playing SE over the years because of your work & it's vastly improved the game play experience. The original Star Wars weapons mod (As I remember it) had excessive damage levels to the point it wasn't fun using. And the shields mod became straight up essential due to us wanting to play with the encounters mod running. Your combination and rebalancing of the two has been a real life & stress saver over the years. We wish you the best in life and once again, thank you!
jonn19  [author] May 14, 2022 @ 5:14pm 
Thanks John, glad you enjoy.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
JohnJ44 May 12, 2022 @ 11:05pm 
FIXED IT!!! I put the energy shields mod in the load order right after this one and it corrected the recharge issue.
JohnJ44 May 12, 2022 @ 10:33pm 
Any chance you're still interested in uploading your update for this mod @Vulgarth.the.Vulgarian? I just got back into playing SE and got a nasty surprise when the AI swarmed my base. This mod was one of my top picks when it was working. The balance it brings helped a ton considering the original SW weapons were massively overpowered.
lunatictaven666 Feb 27, 2022 @ 5:13pm 
will this mod get any adjustments on the starship laser colors? I haven't been able to figure out how to change the color used other than blue.
jonn19  [author] Dec 31, 2021 @ 12:31am 
I feel you Vulgarth, taking an extended break from SE myself. Hopefully you get the momentum back!
Buck Nuggets Dec 13, 2021 @ 1:53pm 
Not yet, removing all the files for Cython's ES in this pack and just installing the updated version from Cython was pretty easy and worked, perfectly for shields; but there are more bugs to work out in the weapons' sections, it wouldn't take one of the guys that are more experienced with modding SE to make it run flawlessly, most of it is there and just needs some tweaking. I'm at a point where I'm still learning the system. Main reason I didn't finish that is everyone lost interest in the game not long after and I didn't feel like fixing it just for myself.

Currently most of us are playing 7 Days to Die, but will likely circle back to SE.
The Stranger Dec 9, 2021 @ 9:36pm 
u ever publish that mod vulgarth?
Buck Nuggets Aug 8, 2021 @ 11:02am 
Yea, I got it figured out, tweaked some turret fire rates back up, I'm doing a bit more testing and tuning then I'll upload it to the workshop, you and Razortron will get credits. ;)
jonn19  [author] Aug 8, 2021 @ 5:19am 
Hi Vulgarth, go hard if you want to take the shields out and republish. All credit goes to Razortron anyway and he has shared the models (legend.)
Buck Nuggets Aug 4, 2021 @ 7:30pm 
Or, can I tweak a bit in a config file or some code and turn off the shields part and just install Cython's version?
Buck Nuggets Aug 4, 2021 @ 7:23pm 
There are a few things the Industry update broke in Cython's Energy Shields that I believe he already has fixed, having to do with charging, it appears it broke the shields in this too as I have to turn shields on and off to get them to charge a bit, then off/on again to get a bit more as someone is commenting about in his mod thread..

Is there a version with just the weapons and vanilla components, no shields?

All the weapons seem to work fine still.
maverick Aug 12, 2020 @ 6:39pm 
the weapons gives an error in torch cant see the log
felmane Mar 26, 2020 @ 2:59pm 
Does this still work properly after the updates?
Zeradus Nov 4, 2019 @ 11:01pm 
Proton Torpedo texture is broken. When you fire either the heavy or regular version it just launches a pink broken texture.
jonn19  [author] Jul 22, 2019 @ 8:37pm 
Thanks Alex, yeah the 800m limit is due to balance, not realism. In PvP worlds it's appropriate that offline players' defence systems have the same range as raiders' offensive ones. I did mess with making all weapons' ranges 1500m but the sync drift for zoomed-in cameras made it impossible to get an accurate shot on a stationary, let alone moving, target.
Fingers crossed one day there'll be another great netcode overhaul and that kinda stuff will work properly. I'd love to have 5km range weapons.
NightShift Jul 12, 2019 @ 5:16pm 
it works, but the ranges are too small... 800m for a heavy turbolaser? cmon... at least 1.500 for big ones, i mean they are energy weapons, they should be more accurate and travel more distance... and yes the weights some are too much... keep lookin for a good and simple star wars weapon mod... too bad, i tought this was the one
Jeo Cargo Jul 9, 2019 @ 12:43pm 
does it still work? Razortrons mod is broke currently
Lowstringer Jun 16, 2019 @ 4:48pm 
Does this mod still work?
Sepax Jun 1, 2019 @ 3:29pm 
Nice Mod, but the weapons are too heavy. The Tie Fighter Cannon weights 9,085 Kg. Did build a small fighter with five Tie Fighter Cannons and the fighter weights over 103k Kg.
Ragnarok Apr 11, 2019 @ 2:51pm 
there is the ship, kinda new to this lol, hope i got it all right
Diara Apr 1, 2019 @ 6:26am 
@jonn19 Thank you very much for looking into it and answering. where are the files located that are important? I might could help I have a little bit of coding experience if you want :)

Also that's amazing with the eastegg :D I thought I saw them moving a little bit different while testing. Kinda makes sense that the imperial are more powerful too!
Diara Apr 1, 2019 @ 6:00am 
Actually I have strange behaviours all around with mixed ammo, if I manually control a turret and shoot once - it will take the new ammunition and the turret is able to fire in AI mode. Without it it will think it has no ammo and wont shoot alone.
jonn19  [author] Apr 1, 2019 @ 5:24am 
Oh that's interesting, I didn't realise about the inventory thing. Interestingly enough the game code seems to get a bit confused over ammo... I think that by cycling your weapon (e.g. if Starship Laser is in slot 3 on your HUD, pressing 3 multiple times) it actually cycles the ammo colour regardless of what it has loaded. Easter Egg: the green ammo has slightly less range and speed but more damage, the red goes further quicker but is weakere, and blue is in between ;)
I'll look into a fix for pulling the ammo, unsure how exactly as it kinda happens automatically.
Diara Apr 1, 2019 @ 4:57am 
I found a workaround with Isy's Inventory manager https://steamcommunity.com/sharedfiles/filedetails/?id=1216126863

adding the "Special" tag on the weapons and manually setting them to be fed the ammo. It's a bit more of a hassle but it works.
Diara Apr 1, 2019 @ 4:45am 
Thank you very much for your rebalance work and cutting a lot of lasers out of the main mod. This makes is to much more useful! I love your work, thank you <3


Sadly the turrets don't seem to recieve every ammo (red, blue, green) instead they default only to the first one in the list.

For example the "Large starship laser turret" has "X01_Blue_SW_Starship_Laser_Cannon_Power" as it's first entry. It would default to only this ammo. If I add for example the "X02_Green_SW_Starship_Laser_Cannon_Power" it won't pull it from any inventory per conveyor. So I manually have to put the ammo in each and every cannon.
It only pulls the blue one.. Is there an fix for that?
jonn19  [author] Mar 23, 2019 @ 8:51pm 
Thanks heaps for the detailed description yawnos. I had missed a component in the falcon ammo (was looking for Copper ingots) which I've now rectified. Mod updated, should be good to go.
yawnos Mar 23, 2019 @ 4:25pm 
Looks like its the Millennium Falcon cannon ammo that is causing my crash, i can spawn it from the admin menu no problem and look at it in my inventory but in the assembler if put my mouse over it, i get an instant crash to desktop
yawnos Mar 23, 2019 @ 4:10pm 
currently getting a crash to desktop when i mouse over one of the ammo boxes for one of the lasers in the assembler, not sure which one it is because the crash happens before it even shows what is needed to make the ammo but its definitely one of the red energy ammo boxes
Ragnarok Mar 22, 2019 @ 7:19pm 
ok, thanks very much, i will make sure to give credit, to you and Razortron. Thank you again.
jonn19  [author] Mar 22, 2019 @ 4:28pm 
Hi Ragnarok. Absolutely fine, of course. In fact the subtypes of all the weapons are unchanged from Razortron's original mod so any ships with Star Wars weapons will retain them whichever mod is loaded with 'em.
Ragnarok Mar 20, 2019 @ 6:39am 
I am building a ship to go onto the workshop. Can i use this mod for my ship?
Koda Mar 19, 2019 @ 10:42am 
thank you soo much jonn19, enjoy yourself a good day
jonn19  [author] Mar 18, 2019 @ 11:44pm 
Hi again deathskull. The crystals are unique items which are carried by AI on my server, they don't turn up naturally. You can of course Creative-Mode them into your world.
jonn19  [author] Mar 18, 2019 @ 11:43pm 
Hi Mystic... yes for some reason an extra file fell in there. I've just removed it from the custom components version, and will do the same with this one now. Sorry about the more realistic physics haha.
Koda Mar 18, 2019 @ 2:42pm 
Is there a speed mod in this? Ever since the owner of the server im in added it and im able to fly way beyond 110m/s. is there a way to remove it?
Road Runner Mar 18, 2019 @ 1:12pm 
I was looking at the wrong mod. My bad, it was the other mod created by you call Star Wars Weapons + Energy Shields, rebalanced
jonn19  [author] Mar 17, 2019 @ 3:53pm 
Hi Deathskull. Sorry, I thought I found all the custom components and removed 'em... which block still requires the crystal?
Road Runner Mar 17, 2019 @ 1:33pm 
How do you get the Thorilide crystals?
Omricon Mar 15, 2019 @ 3:53am 
Would it be possible to only get the weapons and not the energy shields?
VelxraTV Mar 11, 2019 @ 5:01pm 
Nicely done, I have been waiting for something like this for a looonnnnggg time.
Skallabjorn Mar 11, 2019 @ 5:53am 
:D Sweet,thanks
jonn19  [author] Mar 10, 2019 @ 7:41pm 
Done!
Skallabjorn Mar 10, 2019 @ 11:05am 
is there a weapons list you can post?
jonn19  [author] Mar 9, 2019 @ 8:56pm 
This mod based on my other one http://steamcommunity.com/sharedfiles/filedetails/?id=875836951 which uses custom ores and components, including some you can't manufacture (good for custom PvE interactions, for example.)