Space Engineers

Space Engineers

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WeaponCore - 2.5
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Type: Mod
Mod category: Block, Script, Modpack
File Size
Posted
Updated
31.608 MB
Feb 4, 2024 @ 7:15pm
Nov 4 @ 6:59am
193 Change Notes ( view )

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WeaponCore - 2.5

Description
Version: CoreSystems - 2.5(25)

Weapon Core is a complete rewrite of Space Engineers combat system. The way combat works in this system is very different from Vanilla and many conventions that you are familiar with will be different.

This "mod" by itself does not add new weapons to the game, it is the framework (engine) by which other weapon mod authors may create pretty much any kind of weapon they can imagine.

This mod will convert all of the default vanilla weapons to WC versions. In addition it will remove any incompatible third party weapon blocks from the world, unless you override this behavior in game.

WC Wiki
https://github.com/Ash-LikeSnow/WeaponCore/wiki

Current WC ModList
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Current-WeaponCore-ModList

If you appreciate WeaponCore upvote and consider donating:
https://www.patreon.com/user?u=14228932

Discord Server
https://discord.gg/AHAXmgd5Kq

Having issues? Click the link below:
Step 1: Follow these instructions to clear cache, use ModId: 3154371364:

https://gist.github.com/THDigi/6314052c53c7bb411eea24ab59522098

Step 2: Create fresh world, adding only the WeaponCore (No Other Mods!)

Step 3: Create two simple grids, each with a station terminal, gatling turret and reactor. Make sure they are in range of each other and of enemy factions.

Still having issues? Join the discord for help.

Incompatibility
The WC team and many other mod authors receive a constant stream of "bug reports" and confused users due to inherent incompatibilities between WeaponCore and mods based on Vanilla weapons.

If you have incompatible third party weapon blocks in your worlds, are willing to accept loss of functionality and instability you can enable UnsupportedMode by typing "/wc unsupportedmode" in the chat console or by editing the mods world config file.

There is a "ThirdParty whitelist" for known compatible mods, e.g: Beam Drill mod by Gwin.

[Howto/Guide]
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips
https://www.youtube.com/watch?v=BnuRdispD1E
https://www.youtube.com/watch?v=FOmeLkHtapE
https://www.youtube.com/watch?v=bRMUwAYCxuk
https://www.youtube.com/watch?v=36Y4Pn5DRC4

[Moders Guide]
https://steamcommunity.com/sharedfiles/filedetails/?id=1998506274

Useful WC Programblock scripts
https://steamcommunity.com/workshop/filedetails/?id=2197435489

To mod authors that use this framework I only ask that you include a link to this page, but I would very much appreciate if you let your users know they can contribute to this project if they would like. Thanks.

Example for Weapon Modders:
https://github.com/Ash-LikeSnow/CoreParts

ProgramBlock API Howto
https://steamcommunity.com/sharedfiles/filedetails/?id=2178802013

Thanks to Ash for server override enhancements and quality of life work on v2. Thanks to CriegwareFare for his work on the block animations and assisting with ammo inventory and weapon loading ui! Thanks to NukeGuard for the awesome GUI/HUD design and textures. Thanks to Derek for weapon area placement limit feature. Thanks to the math wizard himself Whiplash for all of his help with the mind bending math required to pull off the advanced target tracking and smart projectile guidance systems is this mod. Thanks to BDCarrillo for his help with eliminating the last of Keens grid area effect damage code and working on the drone code.

Also much thanks to "Abisius" for providing support in the steam comment section! He has answered a ton of peoples questions over the last year or more!



License:
https://github.com/Ash-LikeSnow/WeaponCore/blob/master/License

Popular Discussions View All (15)
9
Jun 17 @ 7:01am
Custom turret solution?
Vivi
13
May 13 @ 4:10pm
My vanilla turrets wont fire
Stefan
2
Aug 3 @ 7:03pm
WC UNSUPPORTED MODE
Federoke
650 Comments
@Skaidri
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.
Skaidri Oct 30 @ 5:23am 
I'm sorry it turned out that for some reason, even tho my friend is with me in the same faction, hostile enemy faction weren't hostile to him. He has neutral rep with everyone. Once dumped 3 mags from 3 gatlings into enemy base, it started attking him.

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?
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).
@Skaidri
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.
Skaidri Oct 29 @ 2:19pm 
so im playing with MES, turrets for some reason only aggro one me (host) and on my grids but they wont agrro on my friend and his grids atall. We are both in same faction and he can do whatever he wants with enemy base - he dont get any agrro
**curses leterlimit**

- 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.
@Skaidri
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.
Skaidri Oct 28 @ 6:16am 
I don't want any other mods for combat and weapons, I just want this one because I heard (correct me if im wrong) I can make AI combat drones with help of this mod without scripts right?

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?
@Skaidri
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.
Skaidri Oct 27 @ 1:21am 
Does this mod works with MES mods or any other mods that adds new enemies? Won't it mess up their weapons in some way or prevent them entirely from spawning?