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totally forgot about the possibility of differing faction relations, though the default relations should be the same.
happens if the grids in question cant handle the gravity.
most mes mods updated after the arrival or pertam are capable of handling all vanilla planets (so up to 1.2g), but anything more than 0.1g above that is pure luck if it can fly in my experience.
for parallax, incon, imber and reavers i can definitly say they can handle all vanilla planets as i used them in every world i had mes in so far and like to start out on pertam.
for deeper stuff i would point you towards the mes discord.
Anyway I've noticed another issue and I know it's propably not the place to ask since it's about other mod - MES but maybe you'll know something
I've noticed with help of admin tools that npc ecounters are spawned but laying around destroyed/crashed. Every small gird NPC I check is not functional beacuse it crashed into the ground. is it normal?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder 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).
that shouldnt happen and is something i didnt experience myself when playing together with others in coop.
i would point towards a mod conflict, file corruption or if you use plugins a conflict with a plugin.
please go over the "standard first aid list" and if that one doesnt help report in on the discord linked inside the moddescription with logs, an example world (world with no more mods than absolutly neccessary to reproduce the problem and a premade situation for problem reproduction) and an as good as possible description of the problem at hand.
- wc itself doesnt change anything on the weapon balancing end and just makes the vanilla weapons coming with se itself and the dlc's for it wc compatible, but there are weaponmods for it with higher ranges which usually have weapons with roughl 5km range or more in it in addition to shorter range weapons. so no extended ranges for vanilla weapons without using a vanilla replacer mod for wc that alters weapon ranges and also no higher weaponrnage than in vanilla without using a mod that provides weapons with higher ranges.
lets go through it step by step:
- you can make drones controlled by ai in vanilla with the ai blocks that came with the automatons uppdate ( https://spaceengineers.wiki.gg/wiki/Automaton ), this is also possible with wc but might need some steps to do in a specific way depending o nwhat you want to achieve (see github based wc wiki linked inside the moddescription for more detail). also to note is that there ise the possibility that wc based weaponmods have weapons that fire drones that come back and land to be reused, so you will need an additional weaponmod with that functionality in use for it.
I've also read that the mod increase max distance for weapons so my question is, will MES bases/drones will also take advantage of this? Or their range will stay the same?
it doesnt prevent stuff from spawning but if any of the mods you use requires a nonwc weaponmod theyre weapons will cease to exist (or if you use the unsupportet mode mentioned in the moddescription wont work properly) due to se itself only beeing possible to handle one full blown wepaonframework (vanilla, weaponcore) at a time (it can handle multiple wepaonframeworkaddons, for example: vanilla+, rearths advanced combat system) and thus the ai on the modded one gets priority and weapons from one cant intercept munitions from the other.
i have already run multiple worlds with wc, mes and multiple mes based mods in it with no probs, but i also turned on the weaponrandomizer from mes so that the mes spawned things could have the modded weapons i had in the worlds (just need to blacklist the ones that specifically require player targeting input).
though even without the weaponrandomizer theyre weapons worked fine.
if there is one its documented inside the github based wc wiki linked inside the moddescription.
i for my part never managed to get that one away as long as i had atleast one weapon on the grid i was on.
a possibility that comes to my mind is that instead of altering a setting or press a button you might have managed to caugh a mod conflict or some case of file corruption as these two are always a possibility if stuff doesnt go as it should and i for my part would check for that if you dont find a setting or button for it inside the github based wc wiki or none that helps.
thats a first for me.
are you sure its its readability or is it a case of understanding it?
weaponcore has los checks and if you encounter probs with the los check please report in with logs and an example world (world with no more mods than absolutly neccesary to reproduce a problem and a premade situation for problem reproduction) on the discord linked inside the moddescription after going over the "standard first aid list" which is postet a few posts down so that a look into it can be taken and if neccessary stuff can be adapted.
please also keep in mind that there are certain situation where you will also encounter weapons firing through your grids even in a full vanilla world and that stuff might happens due to an enemy moving behind your stuff between the los checks and the weapons stop once the next los check detects the obstruction as long as stuff works as intended.
reads like someone alread reportet it but either you dindt report probs with it in before or it is oder than beginning 2025, did just go back till january this year in the comments and couldnt find you name there or the mentioning of autocannons not working and the quick and dirty test i just did is also not returning problems with autocannonturrets.
please go over the just a few posts down postet "standard first aid list" to sort out common causes for probs if not already done and once done and it didnt help report in on the wc discord with logs and an example world so that a look can be taken.
you mean your own turrets trying to hit enemy turrets through enemy walls?
if that is the case that is something that also happens in vanilla and to my informations isnt something that can be avoided without turning the your turrets off due to how the whole system around grids and targeting works.
if your turrets try to shot through your wals that shouldnt happen and i would i nthat case suggest you join the discord linked inside the moddescription with logs and example world after going over the "standard first aid list" to sort out the most commong things causing probs.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder 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).
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.
if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
sounds like you have wc incompatible weapons in your world you want to use.
any non wc weapons (so weapons not made to work with weaponcore) wont have a working ai due to se only beeing able to use one weaponframework at a time and thus a modded weaponframework will force the vanilla weaponframework to go to sleep.
this does not happen with weaponframeworkaddons (for example vanilla+, rearths advanced combat system) as these just extend the functions of the vanilla weaponframework instead of replacing them.
if you are only using wc compatible weapons and it still happens it could be a case of file corruption or another mod causing a mod conflict, i postet the "standard first aid list" designed to handle such stuff a few posts down the line.
not as far as my informations go, though we had some cases where the se update caused file corruption on the se end of things and thus in turn problems with mods.
depends on the weapon you use, though if its just the vanilla weapons replaced by the ionternal replacer of wc itself it shouldnt differ much from vanilla.
some moddes setup weapons so they are more effective against small grids than large grids or vise versa and without more informations on it its hard to tell what is going on.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder 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).
that can have multiple causes ranging from file corruption over mod conflict and f1error up to using the wrong version of se itself.
if you can provide more informations it can atleast be tried to narrow it down.
i would suggest going over the "standarf first aid list" to sort out mod conflcit and file corruption and if that one doesnt help put together logs and an example world (a world with no mor mods than absolutly neccessary to reproduce a problem and with a premade situation for problem reproduction) and provide them via the discord linked inside the moddescription.
to make the ctc compatible with wc it needed a complete rewrite from the ground up due to restriction from keen that prevented the neccessaary access to it without a rpelacement rewrite which had some changes to it.
so some stuff works different and that would for example be that the elevation must be build on the azimuth and you need a camera on it.
i attempted this and it seems to force me to use the camera connected to the ctc, without the camera connected, the turrets don't track to cursor, or painter, not sure if thats a bug or something keen did but is there like anyway around this?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder 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).
please go over the "standard first aid list" and if that doesnt help report in on the discord with logs and exampleworld so that a look into what is causing it can be started.
Just posting so if anyone else is running into this issue
Thanks!
the wc ctc is not working with tools but you can work around that by manually activating the tool before using it so that you just need to move the tool arm.
to make the ctc compatible with wc it needed a complete rewrite from the ground up due to restriction from keen that prevented the neccessaary access to it without a rpelacement rewrite which had some changes to it.
WC dose not automaticly populate the CTC with the tools (drill, welder or grinder).
The CTC is on the "main" grid. Aka the grid with the AZ rotor.
When adding a camera it still dose not populate.
When adding another weapon to the same subgrid as the tool, it is recognized but will not "fire".
It stays recognized after weapon removal but tool again still dose not "fire".
Anyone else having this issue? (Note, has been tested with empty world and weaponcore as only mod issue still persists.)
did you give them one of the vanilla cameras as well as using vanilla rotor/hinge as well as vanilla weapons replaced by the wc internal replacer as well as havin no mods besides wc and requirements in the world to countercheck if it might be related to a specific mod you use?
wc based weapons dont have idle animations
so its different than how i did understand it first.
still if you did make sure you do the same thing than your friends and you did tell steam to verify file integrety and did make a clean modreadownload and it didnt help i would suggest joining the wc discord and provide an example world and logs from a test in that example world so that a look can be taken.