Space Engineers

Space Engineers

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Modern Star Wars Weapons Vanilla+ (Mar 22 '25 Rebalance)
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
126.490 MB
29 Mar, 2024 @ 4:35pm
24 Mar @ 9:02pm
16 Change Notes ( view )

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Modern Star Wars Weapons Vanilla+ (Mar 22 '25 Rebalance)

Description
This mod is a Vanilla+ conversion of the original weaponcore mod. All models are designed by 50 Cow and are used with permission.

Weaponcore
https://steamproxy.com/sharedfiles/filedetails/?id=3162229787


Mar 22nd 2025: Turbolasers turrets now fire in bursts, but with reduced damage per shot, Ions have logics changed to improve preformance, and Mass drivers now ignore shields from Deflector and energy shield mods


All the laser and turbolaser weapons have Red, Green, Blue, Orange, Pink, Purple, and Yellow ammos. These are mechanically the same.

Laser, turbolaser, ion, maser, and mass driver turrets automatically draw power from the grid to generate their ammo. The power draw for each weapon is detailed in the description of their block. You do not have enough power generation on your grid, all the weapons will cease to function.

Missile and torpedo turrets as well as fixed weapons are all conveyored and their ammos are built in the assembler. Please note that, all small grid fixed conveyored weapons now generate their own ammo and no longer require conveyors.

Current blocks in the mod are:

Large grid:
Heavy laser cannon turret 1x1x1
Rotary laser cannon turret 1x1x1
Light turbolaser turret 1x1x1
Dual light turbolaser turret 1x1x1
Trip light turbolaser turret 1x1x1
Rapid light turbolaser turret 3x2x3
Medium turbolaser turret 3x2x3 Now with inset option
Dual medium turbolaser turret 3x2x3 Now with inset option
Triple medium turbolaser turret 3x2x3
Quad medium turbolaser turret (CIS) 3x3x3
Octuple medium barbette turbolaser turret 3x2x3
Dual Ultra heavy prow turbolaser turret (CIS) 5x4x5
Dual heavy turbolaser turret (DBY) 3x3x3
Dual Ultra heavy turbolaser turret (XX9) 5x5x5
Dual heavy turbolaser turret 3x2x3
Quad heavy turbolaser turret 3x2x3

Eclipse class super laser 5x5x15 Massive axial super laser that can core a ship with a single shot
Death Star class super laser 9x9x3 Massive super laser dish that can core a ship with a single shot
Devestator class mega ion cannon 3x3x3 Area of effect ion weapon, no damage, but can disable multiple ships for several minutes
Hypervelocity cannon 25x15x25 Oversized planetary defense cannon. Fire a rapid shot that can punch through most shields and explode within the target
Ionic Sphere Launcher 3x2x4 Fires guided ion orbs that can disable ship components
(Super weapons are very tricky to balance, please let know how they perform)

Light ion cannon turret 1x1x1: Low damage weapon that forcibly disables blocks in a 5 meter radius for 2 seconds.
Heavy ion cannon turret 3x2x3: Low damage weapon that forcibly disables blocks in a 10 meter radius for 5 seconds. Now with inset option
Dual heavy ion cannon Turret 3x2x3: Low damage weapon that forcibly disables blocks in a 10 meter radius for 5 seconds.(Ion cannons have special interactions with blocks from the energy shields mod)

Light mass driver turret 1x1x1 Ignore shields
Heavy mass driver turret 3x2x3 Now with inset option Ignore shields

Maser turret 1x1x1
Dual maser turret 1x1x1
Quad maser turret 1x1x1
Rapid maser turret 2x2x2
Dual medium megamaser turret 2x2x2
Quad medium megamaser turret 2x2x2
Megamaser turret 3x2x3
Dual megamaser turret 3x2x3
Quad megamaser turret 3x2x3

Light concussion missile turret 3x2x3: Unguided swarm missile and explodes near enemy grids.
Heavy concussion missile turret 3x2x3: Guided smart missiles, slow firing.
Light proton torpedo turret 3x2x3: Can only target large grids: guidance requires target lock, massive damage.

Rotary mass driver cannon 1x1x3: Visually much larger, rapid fire. Ignore shields
Heavy proton torpedo tube 2x6x2: Long reloads, massive damage, guidance requires target lock.
Fixed proton torpedo tube 1x1x2:
Fixed heavy concussion missile launcher 1x1x2:

Small grid:
AAT Cannon
AT-TE Cannon
Seismic charge launcher: Very large blast radius, short range, proximity detonation
Light concussion missile launcher: Generates ammo, but needs repair after 2 shots. Unguided missile and explodes near enemy grids
Swarm light concussion missile launcher: Generates ammo, but needs repair after 6 shots. Unguided swarm missile and explodes near enemy grids
Heavy concussion missile launcher: Generates ammo, but needs repair after 2 shots. Guided with target lock or raycast
Proton Bomb Bay: Generates ammo, but needs repair after 2 shots. Massive damage, Guided with target lock or raycast
Ion Bomb Bay: Generates ammo, but needs repair after 2 shots. Minimal damage, but disables the target, Guided with target lock or raycast
Light Proton Torpedo Tube: Generates ammo, but needs repair after 2 shots. Guided with target lock or raycast
Proton Torpedo Tube: Generates ammo, but needs repair after 2 shots. Guided with target lock or raycast
Heavy Proton Torpedo Tube: Generates ammo, but needs repair after 2 shots. Guided with target lock or raycast
Long Heavy Laser Cannon : Generates ammo
Heavy Laser Cannon: Generates ammo
Dual Heavy Laser Cannon : Generates ammo
Dual Light Laser Cannon-A : Generates ammo
Dual Light Laser Cannon-B: Generates ammo
TIE Laser Cannon: Generates ammo
Rotary Laser Cannon: Generates ammo
Chiss Clawcraft Maser Cannon: Generates ammo

Other great Star Wars Mods:

https://steamproxy.com/sharedfiles/filedetails/?id=3399260019

https://steamproxy.com/sharedfiles/filedetails/?id=3391091436

https://steamproxy.com/sharedfiles/filedetails/?id=3404803348

https://steamproxy.com/sharedfiles/filedetails/?id=3404803942

Future plans:
If ammo switching for ammo generation is implemented in Vanilla+, I'll combine the duplicate blocks for the different colors.
As new blocks are added to source mod, I hope to continue adding them here.

Known Issues:
Ion Cannon sound effects have a conflict the Safe Zone sound effect. [FIXED]

Special thanks
50 Cow for all his effort creating these beautiful models and for his permission to create and post this conversion.
Nerd e1, for creating the Vanilla+ framework and his support while I developed this mod using this framework.
Harbinger Ace: massive thanks to Ace for helping figure out how to mod SE.
193 Comments
Funky Man 15 hours ago 
Thirding the issue of these weapons not showing up in the weapon blocks group.
Gilgamesh 1 Jul @ 8:06am 
Seconding the issue of weapons not showing up in the weapon blocks group. It makes it impossible to use fixed weapons effectively, especially on small grid. I'm also pretty certain that it's not a mod compatibility problem.
Karl_Climarx 19 Jun @ 6:59pm 
anyone else seeing the projectiles be extremely glowy in flight, is this something i can change?
󠀡󠀡󠀡󠀡󠀡󠀡 14 Jun @ 9:07am 
So is there any reason why for this mod or in SE in general that weapons will not show up in the weapon blocks group? vanilla weapons will work but none of these modded ones will. There seem to be no mod incompatabilities as I have tested with only this mod and the framework installed.
jperk354  [author] 13 Jun @ 8:20pm 
@ supermu, I'll take a look see if something broke in the tools section.

@Warden, lol glad you like it. Mostly intended for anti missile. Might nerf it. =P

Have lots of power on the grid
WardenWolf 9 Jun @ 7:44pm 
I will add, I absolutely LOVE the rotary laser turret. It's the best PDC I've seen anywhere (honestly overpowered as hell).
supermu 2 Jun @ 4:31am 
No i mean the fighter weapons are not in the weapon terminal if i placed them so i must make them in groups and do it in quick acces bar with shot on ,off
jperk354  [author] 1 Jun @ 4:05pm 
If I understand what you're saying, you want to have turret on tool bar, like a fixed cannon? Turrets cannon do that.
supermu 1 Jun @ 11:32am 
I have a problem. if i want to add a placed weapon for example a inset laser in my quiuck acces bar in a ship then there is no inset laser in my weapon terminal
jperk354  [author] 29 Apr @ 4:45pm 
Doesn't matter if it says it's overloaded or not. You need to figure out the max MW requirements for the weapons, (in each of their descriptions) and make sure you have enough power on board