Space Engineers

Space Engineers

49 ratings
Star Wars Weapons + Energy Shields, vanilla components, rebalanced
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
75.933 MB
Mar 9, 2019 @ 8:47pm
Mar 23, 2019 @ 8:50pm
4 Change Notes ( view )

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Star Wars Weapons + Energy Shields, vanilla components, rebalanced

Description
***Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!***

This is a combination and tweak of two other mods:Razortron's ridiculously good Star Wars Weapons mod, and Cython's equally amazing Energy Shields mod; Links to the originals are as follows:

http://steamcommunity.com/sharedfiles/filedetails/?id=598138548
http://steamcommunity.com/sharedfiles/filedetails/?id=484504816

This mod contains a heavily cut-down number of Razortron's weapons, with rebalanced (nerfed) effectiveness values (e.g. damage, fire rate, range) based on a sketchy formula which makes them feel (to me) more like they look in the movies. Their build and ammo costs are also set according to a formula, so the damage output per second is normalised against the materials required. This version uses entirely vanilla materials.

There are also a few custom "vanilla" weapons: the small ship turrets can be mounted on large grids (1x1x1 block, slower fire rate vs the normal large block 3x3x3 ones,) the interior turret can be mounted on small grids (same as large block version otherwise,) and there's a large ship gatling (5x dmg and cost of the standard gatling, custom ammo.)

Similarly Cython's energy shields have also had their components costs adjusted. IMO they balance the lasers well when configured as listed below. Also I tweaked the HUD display commands: "/shields on" will display the shield strength from a control seat, "/shields off" will remove the display.

Energy Shields configuration:
Grid Shield Max HP Recharge Power
Large Large 400k 20 10
Large Small 50k 20 20
Small Large 10k 4 2
Small Small 1250 4 4
Point & Rechard Multipliers: 0.125, Power Multiplier 0.0675
Deformation 0.5x, Bullet 1.5x, Explosion 0.75x

Weapons list w/ grid size compatibility:
Gatling gun (large & small)
Rocket launcher (large & small)
Reloadable rocket launcher (small)
Interior turret (large & small)
Gatling turret small (large & small)
Missile turret small (large & small)
Gatling turret large (large)
Missile turret large (large)
Starship laser cannon (large & small)
XWing laser cannon (small)
TIE laser cannon (small)
Turbolaser (small)
Millennium Falcon cannon (large & small)
Heavy turbolaser (large)
Concussion missile launcher (large & small)
Heavy concussion missile launcher (large)
Proton torpedo launcher (large & small)
Heavy proton torpedo launcher (large)
Starship laser turret (large & small)
XWing laser turret (small)
TIE laser turret (small)
Millennium Falcon turret (large & small)
Large turbolaser turret (large)
Heavy turbolaser turret (large)
Concussion missile turret (large & small)
Heavy concussion missile launcher (large)

I must stress all the beam weapons are the work of Razortron - getting all the sounds must have been a mountain of work so massive thanks again. I mainly tweaked component requirements and ammo costs, balanced damage output/fire rate/turret rotation speed etc, and redid the icons vanilla-style.
46 Comments
JohnJ44 May 24, 2022 @ 10:37am 
Thank you for your time, energy, & work @jonn19 ! My sister & I have had alot of fun playing SE over the years because of your work & it's vastly improved the game play experience. The original Star Wars weapons mod (As I remember it) had excessive damage levels to the point it wasn't fun using. And the shields mod became straight up essential due to us wanting to play with the encounters mod running. Your combination and rebalancing of the two has been a real life & stress saver over the years. We wish you the best in life and once again, thank you!
jonn19  [author] May 14, 2022 @ 5:14pm 
Thanks John, glad you enjoy.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
JohnJ44 May 12, 2022 @ 11:05pm 
FIXED IT!!! I put the energy shields mod in the load order right after this one and it corrected the recharge issue.
JohnJ44 May 12, 2022 @ 10:33pm 
Any chance you're still interested in uploading your update for this mod @Vulgarth.the.Vulgarian? I just got back into playing SE and got a nasty surprise when the AI swarmed my base. This mod was one of my top picks when it was working. The balance it brings helped a ton considering the original SW weapons were massively overpowered.
lunatictaven666 Feb 27, 2022 @ 5:13pm 
will this mod get any adjustments on the starship laser colors? I haven't been able to figure out how to change the color used other than blue.
jonn19  [author] Dec 31, 2021 @ 12:31am 
I feel you Vulgarth, taking an extended break from SE myself. Hopefully you get the momentum back!
Buck Nuggets Dec 13, 2021 @ 1:53pm 
Not yet, removing all the files for Cython's ES in this pack and just installing the updated version from Cython was pretty easy and worked, perfectly for shields; but there are more bugs to work out in the weapons' sections, it wouldn't take one of the guys that are more experienced with modding SE to make it run flawlessly, most of it is there and just needs some tweaking. I'm at a point where I'm still learning the system. Main reason I didn't finish that is everyone lost interest in the game not long after and I didn't feel like fixing it just for myself.

Currently most of us are playing 7 Days to Die, but will likely circle back to SE.
The Stranger Dec 9, 2021 @ 9:36pm 
u ever publish that mod vulgarth?
Buck Nuggets Aug 8, 2021 @ 11:02am 
Yea, I got it figured out, tweaked some turret fire rates back up, I'm doing a bit more testing and tuning then I'll upload it to the workshop, you and Razortron will get credits. ;)
jonn19  [author] Aug 8, 2021 @ 5:19am 
Hi Vulgarth, go hard if you want to take the shields out and republish. All credit goes to Razortron anyway and he has shared the models (legend.)