Space Engineers

Space Engineers

Halo UNSC Ship Weapons (WeaponCore)
1,372 Comments
@Hammezz
that is usually caused if a conenction error to the workshop server happens when the check for modupdates is done.
Hammezz Mar 22 @ 4:35pm 
This mod is causing my worlds where it's active to get the "Downloading mods has failed!" error. What gives?
MajorXAce  [author] Mar 13 @ 9:15pm 
I have been busy as of late, so please excuse my silence in the comments, but I try and address any issues with the mod. I just tested the MACs today in single player and they are working in both high and low power. Is there something specific that is wrong with them that I need to fix? I also tested the Archer missiles as well and they are working as intended and home to targets. At this point I assume the issues are possibly with people omitting to place the weapons in groups first. Weaponcore relies on weapon groups to function.

As for porting this over to another framework. My answer is still the same. For now I don't intend to use another framework unless there is a pressing concern or a big feature that Weaponcore is missing. Weaponcore is still the most used and neither framework is compatible with consoles. That would be the only reason I could think of to switch at this time.
Springheeled Mar 6 @ 2:11am 
Any chance of porting this to the vanilla+ framework? Can see you have mentioned this previously as a no, but it feels like this mod is currently broken (at least the MACs) and you have gone noticeably quiet. I totally understand wanting to maintain control of your work but if you are working on stuff, updates would be cool, and if not, can folks at least use your models as a jumping off point to make ports for other frameworks?
ATF_Coldblooded Carebear || Jan 23 @ 5:47pm 
@KhanTheMad there are 2 type of mine the normal ones and the smart one. the normal one are static and when enemy come close it goes boom. whlie the Smart one will mve and track the enemy within is range and once close enough Boom!

So pending on the setting of the mines, both required that the enemy ship chase you, as he chase you yu release the mine so the enemie will run into the mines.. if yoyu have them set to smart mine should the enemy fly inbetween them if the come close to their detection zone the mine will track and explode when they need to.
KhanTheMad Jan 23 @ 12:36pm 
how do the mines work?
Whitefire Nov 25, 2024 @ 8:08am 
i do have the latest weaponcore 2.5 included on my server
Whitefire Nov 25, 2024 @ 8:06am 
all weapons work fine except the archer missiles...they only fire with manual but dont go to tracked enemy, is there a script or something that was required without informing anyone?
UnknonRetad2546 Nov 16, 2024 @ 1:27pm 
Would it be a possibility to make a version of this mod without weapon core?
billybobster21 Oct 30, 2024 @ 5:14pm 
How do I get the MAC to fire?
airsoftstick Aug 29, 2024 @ 5:04pm 
how do ya get the archers to fire?
Abisius Xarvenius Carbensius Jul 22, 2024 @ 2:20pm 
@Orbitz
weapons becoming sorters is usually caused by either file corruption or a mod conflict.
mos wc based weapons are based on sorters and thus se is defaulting to sorter behaviour if it doesnt find anything telling it otherwise.
Orbitz Jul 22, 2024 @ 12:36pm 
Is the mod broken at the moment? The MAC seems to have turned into a conveyor sorter, only mods on with testing were this one and WC
Garrett Jun 30, 2024 @ 8:55pm 
Does the Deck Gun rotate or is it fixed in the direction that its built?
titanius anglesmith Jun 25, 2024 @ 8:36am 
ah ok
MajorXAce  [author] Jun 25, 2024 @ 6:31am 
I'd rather not have two versions of the same mod going around that need to be maintained separately, especially since one wouldn't even be maintained by me. If/when I get enough time to work on this again, you will have to keep up with my changes (IF those are even possible on the other framework). If I ever abandon this mod, then sure, but right now, I consider this on hiatus, but it is still a WIP project of mine.

TLDR: For now, no, but if I abandon the mod, then sure.
titanius anglesmith Jun 24, 2024 @ 9:21am 
?
titanius anglesmith Jun 21, 2024 @ 5:48am 
can have permission to do it ?
MajorXAce  [author] Jun 21, 2024 @ 1:20am 
Sorry, I have no interest in dedicating time to learning another framework to port this mod over. If a day comes when WeaponCore is dethroned, then maybe.
titanius anglesmith Jun 20, 2024 @ 8:46am 
kay
titanius anglesmith Jun 10, 2024 @ 5:55pm 
can we get a vanilla+ version of this ?
archlovescats May 4, 2024 @ 6:42am 
Please make a Covenant set.
c_bailey22304 Apr 27, 2024 @ 7:24pm 
cant find all the weapons or i only have some of them i need help getting all of them
nickforgie Apr 24, 2024 @ 10:03am 
KarlThorsten89 the new weapon core works fine with this, all of the turrets and guns work.
Griede Starless Apr 21, 2024 @ 4:17pm 
Clarification:
what ammo does this weapon take?
11A2R1
i have Options for HE and AP in the control pannel, but no size listing exsists.
Blitzkrieg762 Mar 6, 2024 @ 6:04pm 
MACs feel pretty weak overall. Shields eat them in most cases.
AHerasI Feb 23, 2024 @ 8:36am 
I still have a problem with this mod when launching from Torch DS, seems it still try to find the original WeaponCore when this mod is enabled. (I deleted and re-downloaded the mod to avoid update corruption). ¿Any leads to avoid that? Thanks.
Ash Like Snow Feb 18, 2024 @ 8:32pm 
Should be fixed now
Abisius Xarvenius Carbensius Feb 18, 2024 @ 8:04pm 
for anyone havin probs cause of the missing requirement listing here is the link towards the maintained version of weaponcore:
https://steamcommunity.com/workshop/filedetails/?id=3154371364
It's the crab Feb 18, 2024 @ 5:51pm 
pretty please update to new weaponcore :(
GalliaRaxus Feb 18, 2024 @ 5:24pm 
Update to the new weaponcore :(
VS-lockon Feb 17, 2024 @ 8:55am 
Halo UNSC Ship Weapons (WeaponCore) come back i need my main cannon back
KarlThorsten89 Feb 11, 2024 @ 7:47pm 
Great, WeaponCore dev is done, the guy retired, now not a single turret functions. Have I wasted my time designing warships? I am commenting here because the original WC dev removed teh ability to comment in every possible way.
It's the crab Feb 11, 2024 @ 7:20pm 
please don't let this mod die :(
Sam Klein Feb 10, 2024 @ 11:40am 
big guns dont go brrrrr anymore :(
VS-lockon Feb 9, 2024 @ 4:12pm 
update WeaponCore change owner and no longer updated by dark so pls i need a mac cannon for my main ship
Jasper Feb 8, 2024 @ 10:28am 
Please update the dependencies to use the new weaponcore. This mod is causing conflicts and regrettfully, I will have to remove it from my server. Thanks for your consideration.
Abisius Xarvenius Carbensius Jan 20, 2024 @ 2:32pm 
@Thrawn
did you try firing it with ammo added into it or just the pure creative way without any ammo?
Thrawn Jan 20, 2024 @ 2:12pm 
In creative, the breakwater moves but doesn't fire. The other guns seem to work fine. Not sure what the issue with the breakwater is though.
Abisius Xarvenius Carbensius Jan 20, 2024 @ 1:47pm 
@Maximus
you should be able to fire them manually on a target that you have aquired via the wc targeting system and as such is shown in the wc hud on the top of your screen as logn as that target is in range and falls in atleast one of the categories the archer pods have been assigned for targets.
Maximus Jan 20, 2024 @ 1:26pm 
Never been able to get the M58 Archer Missile Pods
M42 Archer Missile Pods to work... Can someone point me in the right direction?
aman.drey Jan 19, 2024 @ 6:50am 
Add to LCD Custom

inventory * ammo/30mm:0, 50mm:0, 155mmap:0, 155mmhe:0, 270mmap:0, 270mmhe:0, 305mmap:0, 305mmhe:0, 305mmg:0, 520mmap:0, 520mmhe:0, 520mmg:0, m42he:0, m42ap:0, m58ap:0, m58he:0, 600mm:0, 1000mm:0, 1500mm:0, shiva:0, moray:0
aman.drey Jan 19, 2024 @ 6:50am 
Add("MXA_BreakWater_APAmmo", "Ammo", 100, "520mm AP (M15)", "520mmAP");
Add("MXA_BreakWater_HEAmmo", "Ammo", 100, "520mm HE (M15)", "520mmHE");
Add("MXA_BreakWater_GAmmo", "Ammo", 100, "520mm G (M15)", "520mmG");
Add("MXA_Moray_Ammo", "Ammo", 100, "MORAY", "MORAY");
Add("MXA_ArcherPods_KineticAmmo", "Ammo", 100, "M42 AP", "M42AP");
Add("MXA_ArcherPods_Ammo", "Ammo", 100, "M42 HE", "M42HE");
Add("MXA_M58ArcherPods_Ammo", "Ammo", 100, "M58 HE", "M58HE");
Add("MXA_M58ArcherPods_KineticAmmo", "Ammo", 100, "M58 AP", "M58AP");
Add("MXA_Shiva_Ammo", "Ammo", 100, "SHIVA", "SHIVA");
Add("MXA_MACL_S_Ammo", "Ammo", 100, "600mm MAC", "600mm");
Add("MXA_MACL_Ammo", "Ammo", 100, "1000mm MAC", "1000mm");
Add("MXA_SMAC_Ammo", "Ammo", 100, "1500mm MAC", "1500mm");
aman.drey Jan 19, 2024 @ 6:50am 
Automatic LCDs 2 by MMaster

Add to the Programmable Block

//UNSC Ammo
Add("MXA_Sabre_Coilgun_Ammo", "Ammo", 100, "30mm", "30mm");
Add("MXA_CoilgunPD_Ammo", "Ammo", 100, "50mm (PD)", "50mm");
Add("MXA_Coil155HEAmmo", "Ammo", 100, "155mm HE (M66)", "155mmHE");
Add("MXA_CoilgunL_Ammo", "Ammo", 100, "155mm AP (M66)", "155mmAP");
Add("MXA_Coil270Ammo", "Ammo", 100, "270mm AP (11A2R1)", "270mmAP");
Add("MXA_Coil270HEAmmo", "Ammo", 100, "270mm HE (11A2R1)", "270mmHE");
Add("MXA_Coil305Ammo", "Ammo", 100, "305mm AP (M40)", "305mmAP");
Add("MXA_Coil305HEAmmo", "Ammo", 100, "305mm HE (M40)", "305mmHE");
Add("MXA_Coil305GAmmo", "Ammo", 100, "305mm G (M40)", "305mmG");
Moose-caboose Nov 28, 2023 @ 3:35am 
can they all be automatic as of turrets goes or some need to be piloted (sorry new to the game)
FuzoFox Nov 16, 2023 @ 12:25pm 
nice :halounsc:
Sparks 2552 Oct 6, 2023 @ 8:26pm 
kinda wish the PCU was smaller than what it is now
Fullercloth2201 Sep 24, 2023 @ 6:05pm 
@maxiimoon, thank you, i was just about to remove all the other weapon mods but thanks to you i know its just the Series 8's fault
Posieden9 Sep 12, 2023 @ 1:36pm 
Are there any plans on ever releasing a version that doesn't require weaponcore?
maxiiimoon Sep 4, 2023 @ 8:58am 
Whenever I Place the Series 8 Mac, Weapon Core Just Breaks and no Weapons (including Vanilla Ones) Are Usable