Space Engineers

Space Engineers

Star Wars Weapon Pack (Vanilla+)
136 Comments
keYyeti Jun 1 @ 10:53am 
not working :'(
Demon117 May 21 @ 1:01pm 
For some reason the Manufactory isn't working with the conveyor system, it's connected but it keeps saying missing items in the production
eaglegundam May 20 @ 3:24pm 
now we just need some shields
Padj May 14 @ 10:33am 
please make the laser weapons do damage to large grid :steamsad: the turbolaser stuff is so large.
gerokzule May 3 @ 2:13pm 
is there a list someplace of the damage and range of each weapon? i'm sorry if i missed it but i couldn't locate that information.
Jonnyhawkeye Apr 30 @ 5:40pm 
honestly Love it !
ODST1109Adrian Apr 28 @ 8:17pm 
An amazing mod for the Star Wars fans, super cool models, very detailed and not cartoonish as other mods, nice damage and very vanilla friendly (with the base game weapons)

Don't know if you gonna add more weapons in the future, but I would like to recommend some:

1.- Proton bombs
2.- Concussion missiles
3.- AT-TE mass drivers (Main gun)
4.- Proton Flak Cannon (Republic and CIS variants, as seen in RotS)
5.- Any beam weapon (For those LAAT or OG-9 spider droids)

Hope you consider any of them for addition in the nexts updates

Love your work! :steamhappy::approved:
Cornillius DuKin Apr 27 @ 1:00pm 
I love these, but I wish the Turbolasers didn't always fire in a salvo. it would be awesome if there was an option/ setting to select Salvo or continuous fire
ProjectGRAW Apr 27 @ 9:41am 
I love you.
〘TDT〙goldenberg Apr 9 @ 8:19am 
Repost: For increasing weapon ranges I would recommend this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2422592854 Steam Workshop::Configurable Parameters. It allows you to increase the weapon range. Projectile range and projectile damage. It will also allow you to increase the world speed of all grids.
I have personally used it in my world and found it very useful and will be a permanent addition to my go to mods
DRACO_THE_RIDER Apr 6 @ 1:02am 
could you bring this to console please the other star wars ones kinda suck
ilsa Mar 30 @ 10:57am 
Turbolaser cannisters require an entire platinum ingot _each_? That's ludicrous! In normal gameplay, there's no way to get platinum in large enough quantities to use these in any realistic capacity.
Crowcus7X Mar 23 @ 1:15am 
Great mod! Wish the weapons range was Way more than what it is now.
Bossyninja Mar 15 @ 9:05am 
Range I can set maxes at 4 metres, anyone else have this problem, and how to fix it?
KarlThorsten89 Mar 13 @ 4:50pm 
Not sure it's just me, but firing Proton Torpedoes - just one - causes the game to freeze for a second or two.Launching multiple freezes the game for several minutes. Bit of a problem.
YamiKevin Mar 2 @ 10:36am 
I changed the range of the weapons is it fine to upload the changed version? i want it for my server
Fullercloth2201 Mar 1 @ 10:36pm 
Weaponcore is better in some ways but is very hostile
Cynical Nerdist Mar 1 @ 10:02pm 
Why can't it be WeaponCore :steamsad:
Fullercloth2201 Feb 25 @ 9:02pm 
Im not too sure about that, the information i gave before was from what i read from other people on a few mods
YamiKevin Feb 25 @ 3:05pm 
and what is with the shooting speed? so that they can shoot faster
Fullercloth2201 Feb 24 @ 2:59am 
Not with Vanilla+ but if you use a AI defence block, whenver you lock a target the turrets will fire somewhere around that range. only problem would be ammo range, some turrets have like 800m lock on but 1000m range
YamiKevin Feb 23 @ 11:49am 
This mod is awesome. The build in Variant is very nice, but is it possible that you increase the Range of the Weapons to 1200 or 1800 meters?
Sniper Feb 18 @ 4:11pm 
I'm having a problem with the progression nodes, i've built the manufacture but the unlock nodes haven't unlocked for me to build
[B.I.B] Lucifer Feb 16 @ 4:37am 
I have the problem that every time a cannon fires, a GPS mark is created "Add" and "rem". Can this be deactivated?
Innominate inc. Feb 14 @ 7:25pm 
having some issue with the research part of it (ie researching notes dose not let me place them and i do not get the ability to place them once i place a manufactory) for the moment i just have progression disabled and il place the node before I use the items it unlocks.
Fullercloth2201 Feb 12 @ 2:13am 
I believe you can only get it from the Manufactory (i think thats what its called)
[B.I.B] Lucifer Feb 10 @ 9:44am 
Why can't I find the ammunition for it?
Fullercloth2201 Feb 10 @ 2:12am 
Ion Cannons run on power but the rest of the weapons require Gas Canisters of Matching Colour, except for torpedoes because they dont use gas
Torkkar Feb 9 @ 4:33pm 
so do these take ammo or just run off supplied power?
Fullercloth2201 Feb 8 @ 3:20pm 
Im pretty sure its compatible with the Deflector Shields mod (not Defence Shields), and the older energy shields mod that were replaced by the Deflector shields
FatDog Feb 7 @ 9:42am 
is this mod compatible with some energy shields mods? (that would be sooo cool if yes for apparent reasons)
Mercury Feb 7 @ 3:32am 
Why choose a completely different weapon framework than what the majority uses, besides just wanting to be an iconoclast
Nick The Duck King Feb 4 @ 1:28am 
is there a way to increase the range of the turret?
francescoallegrezza1.0 Feb 2 @ 3:01am 
Hey I find these mods perfect.
Do you make any more?
I have in mind some other turbolaser that you could make if you are interested.
kimjensen2008 Jan 28 @ 12:40pm 
problem with Torch error "fail to download modpack"
Veratisu Jan 27 @ 4:04am 
If Anakin had to put up with the keen kode Ace had to to make this, he would have fallen to the dark mid way through the pod race. 10/10 mod
Harbinger Ace  [author] Jan 26 @ 9:12pm 
@Vyvern
I agree that white-cored rounds look better, but the vanilla VFX system is too finicky to make it work reliably. Vanilla+ may have a workaround, but I have not looked into it yet.
Vyvern Jan 24 @ 10:15pm 
мне нравится, отличные модели, но снаряд... ммм, лично мне больше нравится вариант когда в центре есть белый, а цветистость как бы придает эффект свечения. единственная притенения наверное
KarlThorsten89 Jan 22 @ 11:23pm 
Oh that is going to save me and many more so much hassle in recoding outside the game!
Thank you!
〘TDT〙goldenberg Jan 17 @ 12:23am 
For increasing weapon ranges I would recommend this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2422592854 Steam Workshop::Configurable Parameters. It allows you to increase the weapon range. Projectile range and projectile damage. It will also allow you to increase the world speed of all grids.
I have personally used it in my world and found it very useful and will be a permanent addition to my go to mods.
Darth_Doggo Jan 16 @ 9:16pm 
Never Mind i have progression on and i did not know that you had a system for that. That is very fucking cool by the way
Darth_Doggo Jan 16 @ 8:40pm 
The weapons are not appearing for me
KarlThorsten89 Jan 14 @ 9:35pm 
Aaaah. Got it, thank you. I'll try it out.
Harbinger Ace  [author] Jan 14 @ 9:09pm 
@KarlThorsten89
Turrets autotargeting beyond 800 meters is not a WeaponCore thing. I choose that number because it is the maximum value present in vanilla. ModAdjusterV2 can be used to increase the ranges of both AI targeting and projectiles without any need to modify this mod directly.

All my non-commission weapon mods limit autotargeting ranges to 800 meters to keep in line with vanilla-esque combat. If Space Engineers ever features longer targeting ranges as vanilla, I will adjust my mods accordingly. Otherwise, I have zero intention to make non-commission mods which deviate sharply from vanilla gameplay. This excludes Target Lock , which I will continue to support up to 2,500 meters.
Kototop_CMB Jan 13 @ 3:54pm 
huh? i think you mean autotargeting
just place ai defence module and activate it
it will increase radius to 2.5km
or lock targets manually
GunMasterX11 Jan 13 @ 5:27am 
its a shame the range of these weapons is only 800 meters which would force players to get really close to any hostile ships. I hope this gets changed very soon as its an amazing mod.
KarlThorsten89 Jan 12 @ 5:37pm 
Tested. Range not increased. Could you possibly increase the max range of the turrets and how long the projectiles will go before fading/exploding?
Example: Octuple max targeting range could be around 7 or 8 kilometers at most, but the projectile could keep going for 15km. The weakest weapon, and anti-ship laser, could go as far as 1km and max targeting range around 600 meters.
FrostedDragonOats Jan 12 @ 4:34pm 
This mod is amazing!!! Thank you so much!!!
KarlThorsten89 Jan 12 @ 2:32pm 
OH, SPEAKING OF - if I add a mod that increases the vanilla turret/weapon range - projectiles, and targeting and so on, will it be applied to this mod and other vanilla-based mods? Or just the actual vanilla turrets?
KarlThorsten89 Jan 12 @ 2:31pm 
Might be the range. That's the downside of vanilla. Even with mods, the range of turret targeting and how long the shots will go for is greatly reduced compared to WeaponCore mods. That's what I love with WeaponCore. The turrets and aimed/fixed weapons have much longer range, both for their munitions and their targeting distance - and the turrets will return to their default orientation a few seconds after a battle.

I hope someone asks and gets permission to convert this mod to WeaponCore, but keep all the turrets effectively as they are - each laser/projectile colour gets it's own turret.
50COW I think tried to adapt a Star Wars weapon mod to WeaponCore, but it just keeps crashing and swapping the colour of the weapon projectile is done in the individual turrets, and it doesn't work very well. Such a shame.