Space Engineers

Space Engineers

WeaponCore - 2.5
534 Comments
Mr. President Jun 8 @ 3:18pm 
Much love either way, I appreciate the help. <3

Looks like someone else noticed fixed weapons + AI not working for them either on discord, so will see where that goes.
@Mr. President
wouldnt say i am a scholar, but i am a gentleman as long as the other side isnt trying to roast me.


compatibility shouldnt be a problem while using only wc mods, but some older ones that havent been updated for a while to adapt for changes made to wc functions they rely on to function properly might have probs with the changes that have happened.
Mr. President Jun 8 @ 12:27am 
Thank you for taking the time to reply; you are a gentleman and a scholar, both. Much appreciated.
What I have done so far+extra info:
-test world with just WC. Tried different grids. Built new grid. Issue persisted.
-deleted WC mod data (appdata etc), re-subbed, issue persisted.. though I didn't do world files yet!
-am running weapon pack mods, but all have WC as dependency (so I assume compatibility is ok)

I will finish the 1st aid list and if need be put logs together. Will report back. Thanks again kind sir!
@CTH2004
i did point towards your comment on the wc discord as the response time there is usually faster.
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- 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).
@Mr. President
take a look here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Automaton-Update-Key-Notes

if that and "standard first aid list" (seperate comment due to its size) doenst help its probably time to put together logs and an example world /world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for reproduction of it) and report in and the discord linked inside the moddescription.
Mr. President Jun 7 @ 10:13pm 
Is there something to know about fixed weapons and AI (offensive) blocks? I can't get fixed weapons to fire with AI mode. They work manually, WC is detecting them, they have ammo, etc etc. Angle is appropriate (front facing). Static weapons nor manual facing makes any difference. I'm having a hard time troubleshooting!
CTH2004 Jun 6 @ 7:49am 
okay, I'm makeing a collection for weaponcore mods, is it okay if I use your thumbnail in it?
@TK_Over50
you could use the "unsupported mode" to stop wc from deleting nonwc stuff but it still wont work properly (no working ai, nonwc weapons cant intercept wc munitions and vise versa, . . ) and there is nothing about it that can be done due to se limitations.
if you encounter any problems while using "unsupported mode" you will need to reproduce them with it off to get help with it besides some general always applicable stuff.

wc is a full blown weaponframework and not just a weaponframeworkaddon for the vanilla weaponframework (like for example vanilla+, rearths advanced combat system) and se itself can only handle one full blown weaponframework properly at once.
TK_Over50 Jun 3 @ 9:00pm 
Just to be clear, there is no compromise for unsupportedmode weapons?
TheUndone_Crat May 24 @ 12:41pm 
Aight I'll go there, thanks for the response
Abisius Xarvenius Carbensius May 23 @ 10:35pm 
@TheUndone_Crat
thats a very weird one and i have yet to encounter it.

maybee someone on the discord has an idea what is going on or can with the help of logs and an example world find i what is happening.
TheUndone_Crat May 23 @ 8:45pm 
Oh and weirdly enough flying as close as possible to the ground in a 2000 block non-wheeled vehicle with similar weapons doesn't cause near as much issue
TheUndone_Crat May 23 @ 8:44pm 
So I got a very niche issue that's been happening for awhile now. Whenever I'm driving a 10 5x5 wheeled 2000 block monstrosity at decent speed (30m/s+). And I go over a bump or hill in the terrain that brings the hull closer to the ground "Server thread CPU Load" will increase a bit in vanilla. But not to any extent it'll cause lag, at most brings it up to 150%

However when I put weaponcore weapons on the vehicle (just having weaponcore doesn't cause it) it gets much worse, spiking above 300% which causes very noticeable lag spikes

I've turned off shadows and lowered the majority of my graphics settings to no avail. I got the weird feeling this isn't something fixable and I just gotta cope but at the very least is it known why this happens?

If any other information is needed or any questions I'd be happy to answer
@seat2323418
could you please explain what it happening with atleast a few more words, atm it can be either be relatet to preexisting turrets or a custom turret and then it also needs to be cleared up which weapons.
seat2323418 May 21 @ 12:16pm 
Turrets auto selected but they doesnt fire
@Dr. Glitchgo
while mixing nonwc with wc weapons is not advised you can stop the deletion of nonwc weapons with the unsupported mode (see moddescription) but the nonwc weapons wont have functional aie and nonwc weapons cant intercept wc munitions and vise versa.
@Dr. Glitchgo
first there is no weapon not like by the author, the weapons get deleted are weapons no based on wc which are due to limitations of se itself are not compatible with wc due to se itself only beeing able to handle one weaponframework at once and wc is a full blown weaponframework and not just a weaponframeworkaddon like vanilla+ or rearths advanced combat system.

the deletion of a nonwc weapon shouldnt cause a crash by itself and also shouldnt cause world corruption.
i dont deny that something is going wrong i just say that it shouldnt be.
if you join the wc discord and provide logs from when it happens and an example world (a world with just the mods needed to reproduce a problem and a premade situation for problem reproduction) a investigation can be started to what is going on.
Dr. Glitchgo May 19 @ 10:51am 
Keeps crashing my game whenever it detects a weapon the author doesn't like. Hey, how about instead of saying "oh you want to use this gun? New world then." maybe add compatibility like "this gun is incompatible with WeaponCore, instead of corrupting your world, the gun will use the Vanilla system."
the left handed stranger May 13 @ 4:23pm 
cheers legend ill have a wander over there now
@the left handed stranger
if i remember it correctly you will need to set them to manual in aiming and firing for it to work, there have been some changes to it just shortly ago.

i for my part dont guide stuff manually into a target, though i suggest asking on the discord for the best response times from the ones on the deep end of the code that can explain what needs to be done to get it working.
the left handed stranger May 13 @ 3:53pm 
nice to see this still active, ive gotten most of the features to work bar one, the tracking of rockets and missiles, ive grouped them, set the manual firing but cant seem to get the knack of getting them to track my curser if thats still a feature of weapon core?
@GK111
its possible to change keybings, though some keys might not work properly if choosen cause of the way how you use them.
the command to change them is findable here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips#weaponcore-commands
GK111 May 12 @ 8:39am 
is there any way to change the keybinds? specificly alt and ctrl
@WeirdGuyManus
if you mean with "old circle of where to shoot" the vanilla lock system including the lead indicator that is younger than the wc system for it then yes, but it also has its own lockon system with its own lead indicator.
you just need to do some setting it up via the control menu and you can even have multiple lead indicator with one for each weapon if you so desire.

https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips#weaponcore-lead-indicator
WeirdGuyManus May 7 @ 8:49am 
does this mod take away the old circle of where to shoot to hit the enemy
Zyrack BloodThorn May 6 @ 12:22pm 
Anubus, I went on the Discord page and posted the Log file... they have already posted an update. Mine is working like a champ again. Hopefully yours is as well.
Anubis May 6 @ 11:11am 
@Cannon Glad to know I'm not crazy (this time)
Zyrack BloodThorn May 6 @ 11:01am 
@Anubis, were having the exact same issue and same Fatal Error. This occurred after the WeaponCore update today. Your not alone my friend.

====
17:41:21.4947 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at CoreSystems.Projectiles.Projectiles.GetEntityCompareDist(HitEntity x, HitEntity y, ProInfo info)
at CoreSystems.Projectiles.Projectiles.GenerateHitInfo(Projectile p)
at CoreSystems.Projectiles.Projectiles.FinalizeHits(Projectile p)
at CoreSystems.Projectiles.Projectiles.InitialHitCheck(Projectile p, Boolean lineCheck)
at CoreSystems.Projectiles.Projectiles.<CheckHits>b__32_0(Int32 i)
Anubis May 6 @ 10:55am 
Is there a new issue with weaponcore today? Everytime one of my weaponcore weapons fires, the server crashes.

====
Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.

at CoreSystems.Projectiles.Projectiles.GetEntityCompareDist(HitEntity x, HitEntity y, ProInfo info)

at CoreSystems.Projectiles.Projectiles.GenerateHitInfo(Projectile p)

at CoreSystems.Projectiles.Projectiles.FinalizeHits(Projectile p)

at CoreSystems.Projectiles.Projectiles.InitialHitCheck(Projectile p, Boolean lineCheck)

at CoreSystems.Projectiles.Projectiles.<CheckHits>b__32_0(Int32 i)

at ParallelTasks.Parallel.For(Int32 startInclusive, Int32 endExclusive, Action`1 body, Int32 stride, WorkPriority priority, Nullable`1 options, Boolean blocking)

at Sandbox.ModAPI.MyParallelTask.VRage.Game.ModAPI.IMyParallelTask.For(Int32 startInclusive, Int32 endExclusive, Action`1 body, Int32 stride)
@riahnoc
there is no forced incompatibility from wc side, its just that se cant handle multiple weaponframeworks properly at once.
wc is a full blown weaponframework and not just a weaponframeworkaddon like vanilla+ or rearths advanced combat system.

though even if you have mods that arent compatible with each other in the world it wont cause se to ctd or hang up or otherwise crash, that is usually caused by file corruption on either se or modende or you setup running out of space for se itself to work properly. having mods incompatible with each other in a world will cause them to not work properly or give a world loading error from my own past experience.
riahnoc May 5 @ 12:33pm 
Do love built in incompatibility with fun stuff, What next gonna force my game to crash cause I have a mod yalls don't like on my world?
@SpicyBread
which turrets where that and did they try to hit something that wasn you and you where just in the line of fire?

if you werent even close to the line of fire when they did it it could be something with the are where the shot should hit or trafe beeing of from where it should be.
SpicyBread Apr 26 @ 5:09pm 
I've died to my own turrets 24 times just trying to build stuff on my roof, they must be hungry or something because they love blasting me 500 meters away.
Jonnyhawkeye Apr 23 @ 11:19am 
no im not new, just havent been on the game for a while
Abisius Xarvenius Carbensius Apr 23 @ 10:26am 
@Jonnyhawkeye
weaponcore handles stuff like firing weapons different from vanilla, if you are completly new to wc i would suggest going over the linked guidestuff inside the moddescription to learn about the differences.
Jonnyhawkeye Apr 23 @ 9:18am 
omg as soon As i click the scroll wheel it finally comes up.....i hate how this always happens and sorry for waisting your time..
Jonnyhawkeye Apr 23 @ 9:13am 
alright, I try to "Yes" the vanilla way. but the i was trying to enable the hud that helps me lead the target for my guns.i also tried the Ctrl option but it refused to work! like....at all!. guns, missiles, nothing worked the HUD just refuses to come up
@Jonnyhawkeye
let me guess you did try to lock to an enemy the same way as in vanilla?

wc has its own targeting system with miultiple possibilites to lockon to a target:
- via keyboard you can scroll through possible targets via pgup and pgdown
- via mouse with a precision and a are lockon modus as well as the option to turn it off which you can switch through via ctrl

if you want to use painter mode to tell stuff where to shoot you will need to use the mouse and do a doubble click where you want to shoot on the enemy grid.

if that doesnt answer you question please be more precise about what is happening.

you can rebind some of the functions, the commands for that are findable on the github based player tips section.
Jonnyhawkeye Apr 23 @ 8:03am 
I cant lock on to enemies anymore, how do i lock on now.
@Demonik
if you have probs with stuff trying shooting through voxel and have already gone over the standard steps (file integrety check, mod conflcit check, cleaning out the files of the affectet mod from the workshop folder and storage folder, testing a new world) to sort reoccuring stuff out make an example world (world with a premade situation and just the barebone amount of mods needed to replicate the problem) and logs form a session where it happens and report in on the discord.

some stuff cant be avoided and also happens in vanilla, for example weapons engaging a target that then goes behind voxel inbetween los checks resulting in weapons shooting into voxel, and atm there are some aftershocks from an overhaul of the los checks on wc side.
just asking when something will happen does not help with trying to get something happen, otherwise the world would be a peacefull place and no one would have any problems.
Demonik Apr 18 @ 3:05am 
Any idea on when WC will be fixed with trying to shoot through Voxels?
Sai Hottari Apr 15 @ 7:50pm 
Ok, thanks for the reply. I was starting to suspect that would be the case; That painting only works with player input.

I suppose I should look around for a script or ask on the discord at some point. Appreciate the time.
@Sai Hottari (2/2)
beside the 2 i did not test any of that myself and i am just a moduser myself so my understanding of backgroundstuff is quite limited.
if you join the wc discord you are probably more in luck on getting someone to definitly answer the question in relation to 1 and 3 if it is possible and how.

if you mean with painter turret a turret set to painter mode that one is if you want to paint a specific point on a target via the wc targeting system and then want a weapon to go after that specific point.
uff, i should definitly finally stop writing answers on stuff that isnt just a yes or no question.
time to clear out the soup.

@Sai Hottari (1/2)
need to clear something up there.

1. if the targeting turret and the firing grid are not connectet the only way i could imagine it beeing possible is via a script.

2. if the grids are connectet and you aim yourself through the turret and did previously set the weapons you want to fire on either mousefire or keyfire you should be able to fire them and if you set them to manual also manually guide them in (testes with a ctc not with a premade turret) though most guided munitions need you to activly select a target before firing them.

3. if you want an ai controlled turret to give out targets for other turrets that one would to my understanding need to be either utilizing a script or be a specially made designator/targetingmarker turret to be able to give targets to the other turrets, it probably wont work with fixed weapons.
Abisius Xarvenius Carbensius Apr 14 @ 11:08pm 
@Sai Hottari
usually all avaible guidestuff for wc is linked inside the wc description.

as for your targting turret seperate from the firing weapon that would require a script to my understanding atm.

best adress for question like these the best adress would be the wc discord as you have a bunch of modders there that not neccesary keep tap of the comments of wc or wc based mods that arent theyre own, so more cross reference brain to work with.
Sai Hottari Apr 14 @ 11:02pm 
I've looked everywhere for a guide and haven't been able to find one. I'm wondering if it's possible to set up a turret to automatically work as a target painter using AI, and from that, telling static guided missile launchers what to shoot at?

I'm trying to set up what is essentially a SAM site with large non-turret launchers, but I can't get a painter turret to target lock for the launchers.
@TK_Over50
i am just a moduser myself that helps out with common probs and directing others to the proper channels.

i have for my part no ai targetingrange probs with wc and the wc based weapons i use or did test over the last weeks which would point me towards something gone haywire on your end if you use no nonwc weapons but at that point the unsupported mode would also be doing nothing at all as activating that one just stops wc from deleting stuff that isnt wc based, not inside the wc internal whitelist and a weapon.

if you cant get it running with going over the "standard first aid list" i already pointed to previous you best chance would be getting on the wc discord (linked inside the moddescription) and ask for assitance there while also including logs from a sessionb where the prob happens and an example world (a world with no more mods than are absolutly neccessary to reproduce a problem and a premade situation to show the problem).
TK_Over50 Apr 5 @ 6:06am 
I found 30 references for MaxTargetRadius and no variables to change. Is there a reference file that I am missing?
TK_Over50 Apr 5 @ 5:58am 
I found 16 lines that refer to range in the file. Now I need to figure out which one controls weapons.