Space Engineers

Space Engineers

WeaponCore - 2.5
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Update: 25 May, 2024 @ 8:35pm

- Rework of projectile on projectile damage calcs, as previously you could end up with a high primary damage projectile unintentionally surviving multiple hits and doing nearly infinite damage against other projectiles. This was more apparent with smarts that would select and chase a new target. Projectiles with EOL detonations could also explode multiple times without dying.
- This should not have a noticeable impact on a majority of existing weapons or ammo. Modders check the wiki changelog for full notes.

Update: 24 May, 2024 @ 8:30am

- Added RegisterSubGrid error handling for a modified FatBlocks collection
- Repel tooltip note clarification

Update: 19 May, 2024 @ 10:23am

- Fixed burst count defaulting to 1 for certain sequencing actions, resulting in short cycling of weapons

Update: 18 May, 2024 @ 6:20pm

- Added AntiSmartv2 that uses ewar strength and projectile health fields to distract smarts. See EWAR section on wiki, and new enum in coreparts.

Update: 4 May, 2024 @ 10:06am

Fixed a github vs steam discrepancy that removed the newer server override system. It's back in now as described in the wiki

Update: 2 May, 2024 @ 4:51pm

- Added SG and LG flare/firework launchers to an exemption. They should no longer be removed.
- Added some debugging to catch an elusive SharpDX audio error
- Removed unused code/vars
- Clarified Override tooltip

Update: 26 Apr, 2024 @ 6:57am

Update: 26 Apr, 2024 @ 6:33am

- Deconflicted faction color on ammo and color variance- previously having a color variance would suppress faction colors

Update: 20 Apr, 2024 @ 1:50pm

- Fixed PD targeting failing to acquire smart handweapons that are dumbfired (similar to a grid-based weapon on override)

Update: 20 Apr, 2024 @ 4:13am

- Touched up MaxAbsorb + Pooled to act as described in the ammo template