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you could blacklist weapons you dont want on mes spawned grids for the weapon randomizer so that they can still get randomized weapons but not the ones that are giving you undue props
also from my experience so far around 3km is not so far away than mos wc based weapons as they mostly go between 1km-5km with some outliers going 10km or even further away.
Issue is MES enemies have far greater range like 5km and often destroy all my shit before I can even get into range lol don't wanna use shields anymore but kinda forced to if I want the aethetics of those canons
looking forward to your work in SE2 my man
yeah i get what you're puttin down now. i started a new world with out the Warfare Industries mod and there arent as many issues
that would mean that these wepaons that get deleted ar enot wc based and thus will not workl properly, even with unsupportet mode which just tels wc to not delete stuff but doesnt solve the inherent incompatibility betweenn wc based and nonwc weapons
you might want to take a look at the links inside the moddescription and update them.
it could be a case of file corruption or mod conflict, did you already check for that?
if you did check for it an have the prob i would suggest providing logs and if a specific setup is needed an example world so that it can be better analised where the problem is.
MOD_CRITICAL_ERROR: [Mexpex] MWI - Weapon Collection 1 [WeaponCore](21), in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1920388300\Data\MWI\Weapons_Coil.sbc
No weapon ammo data specified for missile ammo (<MissileAmmoData> tag is missing in weapon definition)
MOD_CRITICAL_ERROR: [Mexpex] MWI - Weapon Collection 1 [WeaponCore](21), in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1920388300\Data\MWI\Weapons_TelionDefenseSystems.sbc
No weapon ammo data specified for missile ammo (<MissileAmmoData> tag is missing in weapon definition)
MOD_CRITICAL_ERROR: [Mexpex] MWI - Weapon Collection 1 [WeaponCore](21), in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1920388300\Data\MWI\Weapons_MK3.sbc
No weapon ammo data specified for missile ammo (<MissileAmmoData> tag is missing in weapon definition)
quite possible.
as far as i know the weaponpack 1 of mexpex weapons was an adaption of theyre vanila version for wc.
i would recommend opening up a report on that as a discussion or via discord with as much information as you can give (so if you can gather them adding for example the logs) so that mexpex has hopefuly less work when going for a search what has been overseen.
The flak cannon is definitely from Mexpex, as it's the ONLY mod I use that adds weapons. (I am running a very light mod list currently) It appears the flak cannon is probably an error, and was likely not written in a way that WC recognizes it, for whatever means.
wc only removes non wc weapons, so either that flak weapon is from another mod or somewhere an error happened which cause the weapon to appear like a vanilal weapon even when beeing from a wc weaponpack.
Thanks for the reply. Actually I was playing around with it yesterday in creative mode, and it looks like most of the weapons work, save one (the small-grid variant of the flak cannon), and WC cleaned the mod automatically and removed it after 60 seconds.
as far as i udnertsand it the update of wc itselfis for most wc based weaponpacks enough.
did yo ualready try the standard first aid list:
delete all modrelated data and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findeable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
make a testworld just with the affected mod and one of the other mods as a mod conflict test.
check the world where you experience the problems for modconflicts by removing mods and readd them in a trial and error fashion till you found the conflict or if you have gone through all mods to find that there is no modconflict.
for me it sounds like a case of file corruption.
the different versions of the battle cannons with the same caliber and amount of barrels is in the for of the turrets base, so the difference is just a design part.
best to see the differences is by palcing them down once and take a look at it.
They all look like this:
MOD_CRITICAL_ERROR: [Mexpex] MWI - Weapon Collection 1 [WeaponCore](21), in file: workshop\content\244850\1920388300\Data\MWI\Weapons_Coil.sbc
No weapon ammo data specified for missile ammo (<MissileAmmoData> tag is missing in weapon definition)
if set on ai they should fire on enemy grids as long as they are in range an have ammo.
in case this isnt the case please do a check for corrupt mod/gamedata as well as modconflict if not already done.
as far as i know there is a fixed cannon for small grids in the pack.
I will have a look at it. Just did the same for the Homing Weaponry mod
if not already done please make a check for corrupt moddata.
usually this happens when somehow the modfiles are getting corrupted and can easily be fixed if that is the case with redownloading the mod after deleting all modrelated files from your drives (so form the mai nstorage folder, worl storage fodler and the workshop folde rof the steam library where you have se installed) and then downloading with a speed between 1mb/s and 100mb/s fro mthe workshop without interrupting it.
MOD_CRITICAL_ERROR: [Mexpex] MWI - Weapon Collection 1 [WeaponCore](21), in file: D:\SteamLibrary\steamapps\workshop\content\244850\1920388300\Data\MWI\Weapons_TelionDefenseSystems.sbc
No weapon ammo data specified for missile ammo (<MissileAmmoData> tag is missing in weapon definition)