Space Engineers

Space Engineers

WCVanilla Replacer NW Edition
111 Comments
Nasty Jack Starlight  [author] 29 Oct, 2024 @ 8:54am 
There are a number of different WC vanilla replacer mods out there. I do not know what they all do.
BAKADAKALAKA556 28 Oct, 2024 @ 10:22pm 
is there a mod that turns them into accurate homing missiles?
Nasty Jack Starlight  [author] 28 Oct, 2024 @ 7:55pm 
The rockets small or large fixed or turret are all the same missile projectile. they do have some guidance but not allot. they are basically ment to function as guided artillery rockets or air to ground guided missiles and they are fairly long range. they dont work as well in the mid range and short range they might as well be a dumb rocket. bit different and harder to use effectively and ment to be spammed a bit. that is why they are also WAY cheaper then vanilla, not requiring platinum.
BAKADAKALAKA556 27 Oct, 2024 @ 6:18pm 
are the SG rocket turrets smart projectiles or unguided? they seem to miss every rocket
Dziwo 18 Oct, 2024 @ 10:58am 
Sweet. Thanks for maintaining this.
Scheissdampf13 15 Oct, 2024 @ 3:06am 
Seems to work fine as far as i can tell, thank you ^^
Nasty Jack Starlight  [author] 15 Oct, 2024 @ 2:56am 
update is out. hopefully didnt break anything. let me know as I cant test any of the DLC stuff.
Scheissdampf13 15 Oct, 2024 @ 2:27am 
If you want to i can send you the files that i have changes, but considering how easy of an update this is, that is probably not necessary.
Scheissdampf13 15 Oct, 2024 @ 2:26am 
Perfect, thank you very much!
Nasty Jack Starlight  [author] 15 Oct, 2024 @ 2:25am 
no need, I will have an update out in a little bit.
Scheissdampf13 15 Oct, 2024 @ 1:46am 
Hey man, i've made a fixed version which works with the new Turrets. I'm looking for permission by you to upload it unlisted so that my players can use it.
joe lasagna 14 Oct, 2024 @ 2:25pm 
Yeah the new Type II Gatling and Rocket Turret are broken with this mod. Which might actually be an issue because the new NPCs use them.
Based_Stickman 13 Oct, 2024 @ 5:39pm 
the warfare 2 rockets do not work the same as the normal vanilla ones was that a feature?
Nasty Jack Starlight  [author] 7 Oct, 2024 @ 4:31am 
I am semi retired. I might come back and update stuff if something interesting comes out and I will try to fix major bugs if I can.
joe lasagna 4 Oct, 2024 @ 2:32pm 
Will you be updating this as new weapons come out, or is this mod abandoned?

Presumably contact will be adding new weapons, and I just want to check in to see if that will get added to this.
Nasty Jack Starlight  [author] 3 Oct, 2024 @ 11:36am 
something is wrong with your game
Shamb 2 Oct, 2024 @ 11:21pm 
Hello, Rocket target range seems to be only 800 Meters...Is this normal or is my game bugged?
Nasty Jack Starlight  [author] 23 Aug, 2024 @ 5:07am 
This mod should also be used with the mod its balance is based on, NorthWind Weapons. that mod gives you some more weapon options that are better for base defense. like long range flak cannons.
Nasty Jack Starlight  [author] 23 Aug, 2024 @ 5:05am 
This mod does increase combat difficulty a fair bit because of the higher DPS and range. this can be somewhat countered by use of the defense shields mod but really its ment for players that are fairly experienced with long range combat looking for more of a challenge over the vanilla weapon ranges. you need to choose base locations carefully for good defensive positions and keep a low profile (threat score in MES) until you build up the resources to build a good layered defense.
Squeech 23 Aug, 2024 @ 1:53am 
As a new player trying to adjust to weaponcore i find the increased range kinda game breaking using MES and also the vanilla encounters now shoot way way earlier than normal fighting range.

Increasing the MES spawn range is a "patch" but i find it hard to fight at those increased ranges.. i am sure keen purposly kept things (fighting) very close range. Camera sniping wont work at ranges of 3++ km e.g....

So otherwise this mod is cool, i hope sb has a similar issue and is willing to share the solution :)

cheers and thx for the awesome mod(s) :)
Rider of Tang 7 Jun, 2024 @ 2:30pm 
Thanks
Nasty Jack Starlight  [author] 7 Jun, 2024 @ 2:29pm 
This mod will work fine on MES NPCs, I am not so sure about Mexpex homing weaponary.
Rider of Tang 7 Jun, 2024 @ 12:03pm 
Hi so I have a question about this mod and other mods with weapon core.
I am hoping that North Wind, this mod and Mexpex homing weaponary would work on modular encounter spawner NPCs, is that the case or do they need special configuration to work together? Thanks
DrakoMT 27 May, 2024 @ 11:18am 
Yea artillery is now set at 3500m something got reverted, Tested in a new world with only WC NW and this mod
CausingAphid01 13 May, 2024 @ 8:34pm 
At some point keen most have changed the blueprint subtype ids, thats why ammoBPsreplacer isn't working.(atleast for me) The ids are missing the Positionxxxx portion. The proper id for the 200mm missile is Position0100_Missile200mm but it is found as Missile200mm in ammoBPsreplacer.
Nasty Jack Starlight  [author] 15 Apr, 2024 @ 4:24pm 
sounds like you have a mod conflict, something else is probably overriding that change. try moving this mod to the top of your mod list.
Charlie 14 Apr, 2024 @ 10:26am 
The Ammo costs seem to have reverted, the Artillery shells and Missiles cost uranium.
Nasty Jack Starlight  [author] 29 Feb, 2024 @ 8:09am 
Yes, the I have not updated this to include the searchlight or the fireworks thing. I will try to get that working at some point.
Jay 28 Feb, 2024 @ 8:26am 
Not sure if they ever fixed it, but I always had that issue with the searchlight from WC in general, might not be from this mod. As far as the custom turret, I am not experiencing it with that at all, it's always been set to 0 until you put a weapon on it and it should revert to the max range of weapon.
Kittamaru 25 Feb, 2024 @ 2:12pm 
Howdy @Nasty Jack - just a heads up, this seems to break the Custom Turret Controller and Searchlight AIs. With just this and the core mod loaded (plus WC pulled in via dependency) the AI range for those two items gets locked to zero.
Dziwo 18 Jan, 2024 @ 2:08am 
Man, this take on Vanilla weapons is a banger. I don't even need other weaponcore mods when this is a lot of fun already
Jay 24 Dec, 2023 @ 11:18pm 
Love your mods, absolute favorite weapon options in the game. I know you're taking a hiatus from SE modding, but if you get the chance would you be able to fix the SG assault cannon turret? it seems to have its projectile range set as its AI ranges. Thanks!
The Riel 24 Dec, 2023 @ 11:26am 
Some reason in my build, it would appear that missiles and Artillery shells both require Uranium despite being careful to check the only weapon mods I have installed are this and Northwind weapons, and WC of course. I even put this mod last in the load order and still shows as such.
Nasty Jack Starlight  [author] 20 Oct, 2023 @ 5:19pm 
no
chrishoule1366 18 Oct, 2023 @ 4:52pm 
are missle turrets supposed to pen shields or no?
Nasty Jack Starlight  [author] 23 Apr, 2023 @ 8:24am 
no plans to adjustthe AI block, far as I know WC doesnt touch it. rockets should still be guided but they are probably allot less agressive. I will adjust them when I get to working on my SE mods again but I dont know when that will be. taking a break from them for a bit.
MaDMardigan 23 Apr, 2023 @ 2:57am 
hi there. :) it seems rockets are not guided anymore. In January two other guys had the same problem. is this a feature or a bug which will be fixed soon? :)
Are there any plans to adjust the new AI blocks within this mod?
Noble 18 Apr, 2023 @ 8:07pm 
Is there a specific reason that the Large Grid Gatling has 0% increased resistance, whereas the small grid version of it is 300%?
Borkineer 28 Mar, 2023 @ 11:23pm 
that's understandable, i'll try to find a workaround meanwhile :)
Nasty Jack Starlight  [author] 28 Mar, 2023 @ 4:40pm 
If you are using 1x block inventory you can probably fix the problem by switching to 3x. not the best work around but because I am in the middle of an update its not easy for me to fix and test this stuff
Nasty Jack Starlight  [author] 28 Mar, 2023 @ 4:38pm 
I never changed the ammo capacity of any of the weapons. WC sometimes wont pull ammo if the inventory is too small to hold more then a few mags. I might need to increase the inventory size. will look into it for the next update but not sure when I will be able to get to that.
Borkineer 28 Mar, 2023 @ 12:53pm 
hm, yeah i haven't been able to properly test for shrapnel as it seemed to only explode. Do you have any ideas as to why it will not pull any mags to it's inventory? i can drag it in manually.
Nasty Jack Starlight  [author] 28 Mar, 2023 @ 12:48pm 
the autocannon uses timed shells. its a flak cannon in this. even if the shells dont hit the shrapnel often will. I do think I need to adjust the timing on it a bit, it does explode a little too soon in some case.
Borkineer 28 Mar, 2023 @ 9:41am 
Small grid Autocannon turrets**
Borkineer 28 Mar, 2023 @ 9:41am 
the autocannon does not seem to pull ammo, it also has a tendency to detonate halfway to the target, wasting alot of ammo.
Hikari 15 Feb, 2023 @ 8:19am 
Oh. Nevermind. It's the railguns doing so much damage that it goes down without overheat.
Hikari 15 Feb, 2023 @ 7:54am 
Having an issue where the replaced vanilla railguns are causing instant overloads.
k.slama95 29 Jan, 2023 @ 2:12pm 
same problem
geraveoyomama 29 Jan, 2023 @ 8:30am 
The missile launcher are not guiding themselves towards WC selected targets. They fire, veer into the general direction and lose "interest". How to fix?
drknobz 2 Sep, 2022 @ 6:37pm 
Also consistently getting the autocannon crash.