Space Engineers

Space Engineers

Tiamat - Gilgamesh Devastator Laser (fixed on 20 aug 2020)
29 Comments
xdevourx Jul 22, 2022 @ 6:10pm 
Does this work?
MadWolfZade Mar 25, 2022 @ 12:27pm 
I am having the same problem as deathbob1, the gilgamesh no longer seems to generate its own energy and seems to be treating its ammo like a physical inventory object that needs to be in its inventory rather than just a count inside the block (guessing Keen changed the coding for ammo and ammo types when they launched warfare and this might be interfering) I hope that this info helps and we can get them up and running soon, I love my Gilgamesh Defensive array on my base and would hate to replace it I love watching pirate ships explode in red mist <3
deathbob1 Feb 18, 2022 @ 4:48am 
its broke again it refuses to shoot
HummingbirdMoth Dec 21, 2021 @ 10:47pm 
Anyone else have the problem where energy weapons that build up charges won't reload on their own? I have sufficient power but they will only build charges after firing when I exit and reenter my game or cut/paste the grid they are on. This is happening to me on all my similar mods: this one, death star superlasers, etc.

Also I am playing survival with creative options enabled if that makes a difference.
Chaos Uncensored Aug 29, 2020 @ 2:33am 
Weapon core is great, battles are better/more realistic, and it offers so many different avenues for modders and their creations.
Tobias Aug 29, 2020 @ 1:21am 
weapon core is broken
Chaos Uncensored Aug 28, 2020 @ 9:04pm 
Could always make a weapon core version, the weapon scripting in there has some beautiful effects.
-=KptKosmit91=-  [author] Mar 21, 2020 @ 9:56am 
Yes, all energy weapons are broken now. Waiting for Lucas to upload a fix
Lord'Lcp.oman Mar 21, 2020 @ 9:37am 
Hi, seems to not be working since last update (at least in my game) just letting you know
remethep  [author] Jan 21, 2020 @ 3:44am 
AI breaking is not the mod, that is most often caused by a mod conflict @michael.horner2005
The smart turret mod for instance will break the AI for this.
the ace Jan 18, 2020 @ 11:25am 
cool also is the ai ment to controle this thing or a player becase if it has ai it dosnt seem to work
-=KptKosmit91=-  [author] Jan 18, 2020 @ 10:55am 
no conveyor needed
the ace Jan 18, 2020 @ 10:20am 
nm i checked the stats derp :P
the ace Jan 18, 2020 @ 10:20am 
im starting a playthrough with lots of drones with 800 meter range it tends to get to expensive to repair stuf
the ace Jan 18, 2020 @ 10:18am 
1 dose it need covayer 2 how far can it shoot and 3 good job that thing looks dope
The Nameless Jan 15, 2020 @ 5:38pm 
It's not about flanking, it's about the damn thing locking on a free-floating gyro that you blew off one ship, and now it's floating behind you while you try to hit the next one, so the turrets won't work again until you find out WHICH damn free-floating gyro they want to shoot and blast it with your fixed guns... Yeah, I've been there. Never, ever again! Lol
-=KptKosmit91=-  [author] Jan 15, 2020 @ 5:17pm 
@The Nameless, I know that can happen sometimes, but this weapon is probably best to use from as large distance as possible, to unload all 6 charges from distance and run away to recharge them all. No one should be able to flank the weapon if you fire far enough from the enemy
The Nameless Jan 15, 2020 @ 5:02pm 
You do know that when you limit the firing arc on a turret in this game, it tends to obsess over something it can't actually shoot at and generally just quit on you in the middle of a fight, right? I learned from very annoying experience never to use a turret weapon with a limited firing arc.

However, that may well be the awesomest weapon model I've seen. <looks for fixed version>
-=KptKosmit91=-  [author] Jan 14, 2020 @ 3:44pm 
@DustyDust I am working on a new powerful laser cannon, stay tuned :)
DustyDust Jan 14, 2020 @ 1:35pm 
3900MWh? how about an energy weapon using 1.21GWh, could name it "Doc cannon" :cozyspaceengineersb:
Kreeg Jan 13, 2020 @ 4:35pm 
Ooooh, I see, that's understandable then
-=KptKosmit91=-  [author] Jan 13, 2020 @ 3:43pm 
@Kreeg not what I meant, I know that it works that way. I didn't want to have skins because they would totally break the texturing if they're applied, due to how the model was made
Kreeg Jan 13, 2020 @ 3:29pm 
That's inaccurate.
Skins don't relay on Vanilla assets - it relies on Material name.

So you can have a custom CM, NG, and ADD, just name your Material "SquarePlate", and the skin system will automatically be enabled
-=KptKosmit91=-  [author] Jan 13, 2020 @ 2:05pm 
@Kreeg it's due to how the model was textured, it doesn't use vanilla textures, only custom textures, so I can't make it work with skins
Kreeg Jan 13, 2020 @ 3:39am 
Hello, I am curious why Skins don't specifically work?
Is it a design choice, or an mechanical issue
It looks beautiful as a model, regardless, just idle question
N1Ran Jan 12, 2020 @ 6:32pm 
I believe you were planning on making others, correct? The 3 Tiamat weapons mod will house each accordingly. Projectile mod will have all the Tiamat branded ammo using weapons. The Energy will have all the laser Tiamat branded weapons and Combination mod will combine the 2. That way, it won't be single mod for each weapon created.
-=KptKosmit91=-  [author] Jan 12, 2020 @ 4:18pm 
wdym @N1Ran ?
N1Ran Jan 12, 2020 @ 2:29pm 
Why not create 3 weapon mods
-Energy
-Projectile
-Combination

This would make them future proof and you can add to each as you go
remethep  [author] Jan 12, 2020 @ 12:10pm 
I cannot wait to try this out!