Space Engineers

Space Engineers

1,947 ratings
Azimuth Complete Mega Mod Pack~(DX-11 Ready)
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Type: Mod
Mod category: Block, Modpack, Production, Other
Tags: NoScripts
File Size
Posted
Updated
396.196 MB
Jun 30, 2015 @ 7:46pm
May 15 @ 11:43am
154 Change Notes ( view )

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Azimuth Complete Mega Mod Pack~(DX-11 Ready)

In 1 collection by SEModder4
Ships and Mod Creations
20 items
Description
The Ultimate Complete Azimuth Mega Mod Pack

Azimuth Complete Mega Mod Pack~(DX-11 Ready)

This Ultimate Azimuth mod pack consists of TumbleTV/Vergil's Epic mod creations they have created.

The perfect must-have mod for anyone wanting to build a downright Epic and Awesome ship!
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Enjoy!
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***Created By TumbleTV,Vergil, Converted to DX-11 by SEModder4.

=>You may not reupload this mod onto the workshop without permission from SEModder4 or TumbleTV or Vergil.
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Popular Discussions View All (1)
0
Mar 5, 2017 @ 8:14am
PINNED: Dedicated Server Users Read Here Please!
SEModder4
2,912 Comments
SEModder4  [author] May 15 @ 11:44am 
Azimuth Complete Mega Mod Pack Update Notes(Update: 5/15/2024): Mod Update: Code Fixes
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=>Fixed large components not moving through small conveyor tubes.
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XK2751 Apr 10 @ 9:05pm 
Hey,
I had a problem that just showed up recently. Is there anyway you could help me with this? I really want to still use this mod but it kinda corrupted my save.
https://pastebin.com/7XiJsBs2
Rantalunta Apr 8 @ 11:35am 
Its like any other save-game. Just edit settings and go.
SE is full of surprises and annoyances, like auto rotate
SEModder4  [author] Apr 8 @ 8:00am 
I didn't know you could use mods in scenarios. Lol
Rantalunta Apr 7 @ 1:02pm 
This crashes my fresh Frostbite game, when entering the Rover at the start:.
Maybe it crashes itself or confuses other mods ...

Modlist:
Build Hints [Updated, TextHUD API v2 Menu]
Build Vision 3.0
HUD Compass
Rich HUD Master
SE MiniMap (RADAR)
Text HUD API
[VSI] Ore Deposit Scanner

System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt64(String value, NumberStyles options, NumberFormatInfo numfmt)
at DarkVault.EmissiveControl.EmissiveControlGridLogic.OnPlayerEnteredCockpit(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.DoubleKeyPlayerEvent.Invoke(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.Entities.MyCockpit.AttachPilot(MyCharacter pilot, Int32 seed, Boolean storeOriginalPilotWorld, Boolean calledFromInit, Boolean merged)
JJ Apr 1 @ 6:03pm 
Hey! Don't worry about it. Tak the time you need, as far as I know, mod works fine as long as you dont place the weapon blocks..
SEModder4  [author] Apr 1 @ 4:53pm 
Sorry for the delay, life got way complicated and busy. I can try and get to it tonight and get it uploaded for you all.
SEModder4  [author] Mar 23 @ 8:24am 
yep that works too.
JJ Mar 22 @ 2:52pm 
Sounds good too me! I think a lot of people would like that. But for the time being, is it fine using it with weapons core (just not placing any of the weapons down)?
SEModder4  [author] Mar 22 @ 9:37am 
I can make a version of this without the weapons tonight. :)
Should be fairly simple.