Space Engineers

Space Engineers

Star Trek Mod Pack 5.8
2,686 Comments
Qarannia  [author] 3 Jun @ 1:58am 
@jivaii Oh, now I understand what bay windows you mean. I don't have any plans for those; I'd have to make completely new models and I just don't have the time these days that I once did for modding SE.
jivaii 2 Jun @ 8:22am 
Ah. Ok. The Signals DLC added new windows that are called "Bay Windows". I was wondering if getting tritanium reinforced ones would be an option
Qarannia  [author] 2 Jun @ 1:44am 
@jivaii I'm not entirely sure what you mean by that. Which bay windows are you referring to? As it stands though, I'm not actively modding SE at the moment; only fixing stuff that breaks.
jivaii 2 Jun @ 1:08am 
Any chance that we could get the bay windows as STMP variants?
Qarannia  [author] 19 May @ 4:28am 
@Demistari So a few points regarding these weapons and most WeaponCore based weapons in general.

1. The turreted weapons (phasers, PD, some Disruptors and Polaron turrets) should be plug-n-play. Just placing them on a powered grid "should" enable them to charge up and fire at any valid target in range. Try putting an armed "dummy target" ship 2km from you and placing a phaser turret. Unless they've changed WC dramatically in the time i've been away from modding, the weapon should auto fire.

2. PD will only target incoming WC based projectiles and only if they are allowed to be targeted. My torpedoes are not targetable so PD won't shoot at them.

3. Fixed weapons (torpedoes and fixed disruptors and phaser cannons) will not auto-fire and must be fired manually.

There is more obviously but if these basic aren't working then something is wrong at a grass roots level.
7th Calvary Airborne Foxx 18 May @ 8:46pm 
@Demistari Are eyou firing them manually or attempting automatic fire?
Demistari 18 May @ 6:08pm 
hello fan of the work with an issue. I have for almost a year been trying to get the weapons to fire at all in my game. I have figured out shields, rebuilt your B E A utiful K'Tinga to be engineer compatible (life support, living space, twin warp cores) yet I cannot get my weapons to fire. no ammo works, conveyor setup in my 3rd rebuild for a battle and..... no PD, no weapons nothing. So im sending this distress call to the fleet to help this engineer with brining his weapon systems online.

P.S. someone should do a youtube on the how to anything close is 10 years old.
Qarannia  [author] 11 May @ 2:04am 
@Magos Robin Yeah, I get what you're saying. I don't have any plans to add new blocks to these mods any time soon I'm afraid. I'll fix stuff if it breaks but I'm on an extended hiatus from SE at the moment.
Imperial Duke Robin 10 May @ 3:54pm 
I was thinking specifically of a tritanium corridor block with a Willis duct access point, because otherwise you have to interrupt the actual corridor in order to fit the duct, either by leaving a corridor T-junction or by adding a one-block blank space if you want to fit the grate block. Apologies for not making that clear.
Qarannia  [author] 10 May @ 8:38am 
@Magos Robin Didn't someone make a Willis duct mod that had a doors block on it? You could stick that onto the side of a corridor block I suppose.
Imperial Duke Robin 9 May @ 11:47am 
Quick suggestion, I think it could be cool to have a corridor block with a Willis Duct access point, ideally a functional door, but again, just a suggestion.
Great mod regardless, good fun.
Qarannia  [author] 19 Apr @ 7:26am 
@Marcin Tom They work for me. What happens when you try to use them?
Marcin Tom 18 Apr @ 9:59am 
support ships dont work :(
Qarannia  [author] 18 Apr @ 5:32am 
@White Mist I'm on an extended break from SE modding so I'm no longer adding things to my mods. I fix stuff if Keen breaks it but I have no plans for new stuff anytime soon.
White Mist 18 Apr @ 5:29am 
Could you make a corridor pack based on the TNG Enterprise?
Qarannia  [author] 31 Jan @ 10:17am 
@TaterTot1-1 You're most welcome, and I am really hoping to be able to take my mods over to SE2 because it just looks epic, even in early Alpha.
TaterTot1-1 31 Jan @ 9:44am 
I was going to ask the SE2 question but since that's been done then I'll just say thank you @Qarannia for an awesome mod (same for Q-Tech) and whether it gets brought over or not, I am just so grateful for the fun I got to have playing your mods.:steamhappy:
SiegeX01 22 Jan @ 7:16pm 
Here's hoping for the ideal world then :) your star trek mod has been the center of SE1 for me since it came out, I'd love to see what types of detailed ships can be made with SE2's engine/block system along with your star trek blocks if you're able to bring them over. Fingers crossed!
7th Calvary Airborne Foxx 21 Jan @ 7:39pm 
@Qarannia "In an ideal world I'd love to bring my mods to SE2."

This tells it all. It means that you want to as long as it's possible which leaves it to just a matter of time. :) I eagerly await.
Qarannia  [author] 21 Jan @ 4:31am 
@7th Calvary Airborne Foxx I've asked myself the same thing. I've pre-ordered SE2 to see what it's like; it looks good from the demos but time will tell.

Firstly, it'll depend on the modding process for SE2. Will it be the same or not? Will Keen provide us with tools that previously came from 3rd party modders? If tools need to still be developed once Keen reveal their vertical slice for modding, will there be anyone around willing and able to do that?

Secondly, my mods heavily utilise mod frameworks to deliver what they do (WeaponCore, MES, ToolCore, Animation Engine). If Keen offers us a viable alternative then great, but if they don't then those frameworks will have to (potentially) be updated to work with SE2. Will there be anyone to do that? Who knows?

In an ideal world I'd love to bring my mods to SE2. Let's see what happens. :steamhappy:
7th Calvary Airborne Foxx 21 Jan @ 4:25am 
@Qarannia Sorry if this was asked before. I am writing without my glasses so it's hard to read the fine print. Will this be coming to SE2 at some point or has life taken you away from modding entirely?
Qarannia  [author] 21 Jan @ 2:26am 
@Elder Drake Completely separate to this mod (and the Encounters mod) is my Star Trek Modules set of mods. They are designed to give the Star Trek experience to those who want to utilise vanilla armor and don't want to be fussed with customs ores and the like. I had a lot of requests over the years for Star Trek stuff that was more modular and based around vanilla resources so I eventually found the time to do it.

All of those mods start with the title "Star Trek Module" and are then followed by a number and a brief descriptor of the mod. Included in these modules are NPC encounters that use MES.

Anything that is titled "Star Trek Module" shouldn't be used in conjunction with this mod as it'll create multiple similar blocks and probably confuse people.

The long and short of it is: Use either the Star Trek Mod Pack and Star Trek Encounters (for the Tritanium based experience) OR Star Trek Module titled mods. But I wouldn't advise using them together.

I hope that helps.
Qarannia  [author] 21 Jan @ 2:14am 
@Elder Drake I think there's been some misunderstanding concerning my mods. This mod, Star Trek Mod Pack, is a completely different and totally independent mod from any others. It only requires WeaponCore and Animation Engine as dependencies. It contains all the Star Trek blocks, including the Tritanium Armor, that I have made. You don't need any of my other mods to get this one to work.

My Star Trek Encounters mod is a different mod to this one. This mod contains no NPC encounters. The Encounters mod requires this mod as a dependency to work properly. Using these two together gives the full Star Trek experience as I modded it.

This mod and the Encounters mod also have separate guides explaining a bit more about what's in each of them.

I will continue in the next comment since Steam imposes character limits on us and I always run foul of them.
Elder Drake 20 Jan @ 5:33pm 
First, thank you for this amazing mod. I would request respectfully that you list the 'modules' included in the modpack. I say this because on a dedicated server we were not getting encounters until I downloaded the modules. The modules did a dependacy check and installed modules that were included in the modpack. This leads to a confusing mix up so I removed the modpack, only to find that many blocks like the impulse flat surface blocks were gone.

I know how frustrating it can be to maintain a mod like this so I ask respectfully and not out of a sense of entitlement. Having what is included would be great to see and not having to resort to modules even better.
Qarannia  [author] 23 Dec, 2024 @ 2:31am 
@dantastic The Tractor Beam will do that sometimes when interacting with either it's own grid or shields. There's nothing I can do to change that; it's not part of my mod setup but a function of how WeaponCore works. If you're running a server you can blacklist that mod so others can't use it; it you're in single player it's up to you what blocks you use. I actually built an engine mod that "misused" that issue to instantly accelerate a grid to max speed.

The energy modules is a separate work to this with a different design philosophy. All the "Module" mods are designed more for vanilla SE whereas this mod is definitely designed to be OP.
dantastic 22 Dec, 2024 @ 5:22pm 
i love the mods power systems beacause of npc upgrades and weapon mods can have op combos i need the juice for my shields problem is i like using deflector shield mod and idk how or why but the tractor beam take my ship and not kidding hear once yeeted my ship (i had speed mod on) at as i saw around 30kms per second out of a planets atmo can u move it to a seperate module or fix it pls i apolgize for disturbing you but the energy module has incredibly nerfed versions of these deuterium warp cores and the aux coil
The Doctor 22 Dec, 2024 @ 3:45pm 
7th airborne guy shut your mouth as long as i keep at it it will work
TallTexGuy 19 Dec, 2024 @ 7:35am 
Understandable, thank you for your hard work and time.
Qarannia  [author] 19 Dec, 2024 @ 6:02am 
@TallTexGuy It has been requested but I simply don't have the time anymore. I'm also waiting to see what SE2 brings and what impact that will have on modders such as myself.
TallTexGuy 19 Dec, 2024 @ 5:08am 
Would it be possible to add glowing blocks for the transition blocks? Sorry if this was already requested.
mrwooten 18 Dec, 2024 @ 9:59pm 
@Christmas Sock Thanks, I will give that a try
Nova Astral 18 Dec, 2024 @ 3:15pm 
shields are a mod called Defense Shields.
Weapons require Weapon Core and fire weirdly because of it being weaponcore, try setting them to manual mode, holding alt and then left click.
The 'pre-built' is just shuttles you put the pieces together yourself, the actual starships you cant fly and are Fleet Support ships that auto fire at things when you summon them
mrwooten 18 Dec, 2024 @ 3:07pm 
I saw several were described as decorative, i did successfully get the non decorative ones to work, but shields, weapons, and importing the cool looking pre built ships are still a no go...
Nova Astral 18 Dec, 2024 @ 2:39pm 
The thrusters that don't have <number>MN in their name are decorative, make sure you actually select the ones that are thrusters
mrwooten 18 Dec, 2024 @ 2:17pm 
OK, I read the manual... I am sure I am making a simple mistake here but I cannot fire any of the star trek weapons, and only the impulse engines generate thrust. The other Star Trek Propulsion blocks look awesome but dont do anything... any advice? ty in advance
Qarannia  [author] 12 Dec, 2024 @ 2:28am 
@Tgot It was removed because it was causing issues and was not 100% reliable.
Tgot 12 Dec, 2024 @ 12:49am 
I could've sworn this mod had a Targeting Sensor what happened to it?
7th Calvary Airborne Foxx 2 Dec, 2024 @ 1:26am 
@QMasterbuilder2.0
Question: Could you be any dumber? You've already asked that and already got an answer, argued with it, and got shot down. STOP ASKING! Q isn't going to do it!
The Doctor 1 Dec, 2024 @ 6:41pm 
question could you make dedicated reskins/recolors of the bussard collector?
Qarannia  [author] 30 Nov, 2024 @ 5:38am 
@HeavyVapor I hope you find the problem; I've always found Keen's error logs remarkably unhelpful in tracing things like this.
FurtiveSage 29 Nov, 2024 @ 11:18am 
Update, I haven't been successful in locating the duplicate. I did strip the mod from the server and re download it. It could be in another .sbc file I haven't compared yet. There may be no fix other than a good scrub.
FurtiveSage 28 Nov, 2024 @ 9:21am 
Thanks Qarannia, I am running a file compactor and looking for IDs that may be the same. It is a head "scratcher" for sure!
Qarannia  [author] 28 Nov, 2024 @ 8:49am 
@HeavyVapor I have no idea why it's doing either of those. The ore gen is all 100% vanilla stuff, just with custom textures; there's no scripting or anything involved.

That error only happens (as far as I know) if a mod gets corrupted and tries to add the same thing twice on loading. If it was using the same value as another mod or even vanilla it would simply overwrite it. It may be that the mod didn't update properly or got corrupted by Steam during the update. The last update also happened late October so that may explain the timing.
FurtiveSage 28 Nov, 2024 @ 8:07am 
My server as of later October has stopped regenerating ore. I stripped all of the other mods and placed just the Star Trek mod and am getting the same result. Anyone know of a way to reset the ore gen or remove .sbc file that manages the ore gen, delete and rebuild? Particularly with the comment, "An item with the same key has already been added."

D:\Steam\steamapps\workshop\content\244850\2634862322\Data\ST_TransparentMaterials.sbc
MOD PARTIALLY SKIPPED, LOADED ONLY 2/6 PHASES, Following Error occured:
An item with the same key has already been added.
mscorlib
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add)
at VRage.Utils.MyStringHash.GetOrCompute(String str)
at VRage.Game.MyDefinitionBase.Init(MyObjectBuilder_DefinitionBase builder)
at Sandbox.Definitions.MyTransparentMaterialDefinition.Init(MyObjectBuilder_DefinitionBase builder)
Qarannia  [author] 14 Nov, 2024 @ 2:21am 
@lunchpail61 It's just a weapon like the others. Have one on your ship, target an enemy and fire the weapon. You'll need the shoot function on your toolbar and the shoot mode set in Terminal to KeyPress.

Also advisable in Single player is setting your world view distance to 20km (for servers setting the sync distance to 20km) as this helps prevent the "invisible ship" bug.
lunchpail61 14 Nov, 2024 @ 12:29am 
stupid question, how do the ship beacons work?
Qarannia  [author] 12 Nov, 2024 @ 1:14am 
@Masterbuilder2.0 Not sure what you're on about here. Not all the weapons / blocks are TNG. Also the only place you really see non-reddish Bussard Collectors is in the JJVerse.

Changing the colour is contingent on two things. Firstly, do you just want one new colour to replace the red? If so then it is an RGB change in the relevant SBC file but then you'd either need a new mod or have your own private version of this one. Secondly, if you want multiple colours you'd need to create multiple materials and models and apply the new materials to each model separately, then do the SBC config for each model and colour separately... that's a LOT of work.

Also, colour = color. Don't assume everyone is from the U.S. We spell many words differently but I use them interchangeably because it really doesn't matter.
Qarannia  [author] 12 Nov, 2024 @ 1:09am 
@dsman2 The Tritanium Armor is part of this pack and doesn't exist outside it as a separate mod. If you want to strengthen your armor then I recommend using my Vanilla Armor Reinforcement mod.
The Doctor 11 Nov, 2024 @ 11:06pm 
i realize all of this is tng and ive been using them on tos and star trek enterprise builds
The Doctor 11 Nov, 2024 @ 11:05pm 
nvm i had a dumb idea