Space Engineers

Space Engineers

WeaponCore - 2.5
552 comentarios
Athane hace 5 horas 
I found a fix that worked for me.

"Copy the following files from your Steam client location (Program Files (x86)\Steam\) Into your Dedicated Server (SpaceEngineersDedicatedServer\DedicatedServer64\:

steamclient.dll


steamclient64.dll


tier0_s.dll


tier0_s64.dll


vstdlib_s.dll


vstdlib_s64.dll


Make sure you COPY (and overwrite) them and NOT MOVE them. If you are using DS on your local machine, the files may move if they're on the same root drive. All the files may not be necessary, but I just copied all of them for good measure."

Found on this link... https://support.keenswh.com/spaceengineers/pc/topic/dedicated-server-exception-while-loading-world
@КОЛЯН @Athane
one way that helps sometimes has already been written by me:
"try if forcing the server to update helps"
you can do this via the steam cmd and telling it to check the files.
if you have the server via a third party provider the support might be needed to do it depending on how they have set it up.

there is also a pinned comment on the wc discord that has some more advanced steps listet.
КОЛЯН hace 6 horas 
Captain, Thank you for your response, I understand, we will wait for possible solutions.
Athane, please let us know if you find a solution to the problem.
Athane hace 6 horas 
Server has been down all day with the "k_eresultfail" issue. I am starting to look at ways to bypass it or just remove this mod to bring the server back up.
Captain Harlock hace 8 horas 
@КОЛЯН Yes, like the others here, it's Steam's fault, not the mod's
КОЛЯН hace 8 horas 
Crash server :(
k_eresultfail
@CCIG-Oskar (elfikcom)
look if you have somewhere a "k_eresultfail" in that log, if that is the case you will need to either wait and hope if it solves itself or try if forcing the server to update helps.

either way downloadprobs are usually down to probs in the connection to the steamworkshop servers, the steamworkshopservers themself or another system connectet to the download of stuff from the steamworkshopservers.
CCIG-Oskar (elfikcom) hace 12 horas 
2025-07-23 17:19:39.499 - Thread: 27 -> Error during downloading: Fail
2025-07-23 17:19:39.499 - Thread: 11 -> Mod failed: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 17:19:39.500 - Thread: 11 -> Failed to download mod: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 17:19:39.500 - Thread: 11 -> Downloading mods failed
2025-07-23 17:19:39.500 - Thread: 11 -> Downloading world mods - END
2025-07-23 17:19:39.508 - Thread: 1 -> Unable to download mods. Result = 0
2025-07-23 17:19:39.509 - Thread: 1 -> MySandboxGame.Initialize() - END
2025-07-23 17:19:39.512 - Thread: 1 -> Session can not start. Save is corrupted or not valid.
TryAxe hace 16 horas 
@Abisius Xarvenius Carbensius
Okey thx, I'll wait a few hours and try again
Captain Harlock hace 16 horas 
I've had this happen to other mods in the last few days, even my own...
@TryAxe
the "Result: k_EResultFail" points towards a problem with either the connection to the workshop or the workshop itself which only steam can do anything about it, usually it is gone a few hours later.
TryAxe hace 18 horas 
Hello, new update crash my server :

2025-07-23 09:35:10 - Thread: 5 -> Downloading: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 11 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail
2025-07-23 09:35:14 - Thread: 11 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail
2025-07-23 09:35:14 - Thread: 11 -> Error during downloading: Fail
2025-07-23 09:35:14 - Thread: 5 -> Mod failed: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 5 -> Failed to download mod: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 5 -> Downloading mods failed
2025-07-23 09:35:14 - Thread: 5 -> Downloading world mods - END
2025-07-23 09:35:14 - Thread: 1 -> Unable to download mods. Result = 0
2025-07-23 09:35:14 - Thread: 1 -> MySandboxGame.Initialize() - END
2025-07-23 09:35:14 - Thread: 1 -> Session can not start.
Abisius Xarvenius Carbensius 24 JUN a las 21:11 
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
Abisius Xarvenius Carbensius 24 JUN a las 21:11 
@TreySidious
in that case please go over the "standard first aid list" if not already done and if that doesnt help report in on the discord with logs and an example world.
TreySidious 24 JUN a las 17:03 
just to verify, after un-installing weapons core, my vanilla turrets work perfect again!
TreySidious 24 JUN a las 16:44 
weaponcore update broke my turrets. they dont automatically load anymore
Abisius Xarvenius Carbensius 19 JUN a las 21:09 
@I0_Reaper_0I
ich würd die frage an deiner stelle in englisch stellen da des die sprache is die in der modbeschreibung als einuiges verwendet wurde.

auch einmal als info:
du wirst da mit guter chance über den discord der in de rmodbeschreibung verlinkt ist ne schnellere rückmeldung kriegen als über die kommentare.
I0_Reaper_0I 19 JUN a las 10:22 
kurze frage wie heißt die Mod die du verwendest damit der plant und oder die Galaxy so aus sehen wie in dem video ?
Mr. President 8 JUN a las 15:18 
Much love either way, I appreciate the help. <3

Looks like someone else noticed fixed weapons + AI not working for them either on discord, so will see where that goes.
Abisius Xarvenius Carbensius 8 JUN a las 3:17 
@Mr. President
wouldnt say i am a scholar, but i am a gentleman as long as the other side isnt trying to roast me.


compatibility shouldnt be a problem while using only wc mods, but some older ones that havent been updated for a while to adapt for changes made to wc functions they rely on to function properly might have probs with the changes that have happened.
Mr. President 8 JUN a las 0:27 
Thank you for taking the time to reply; you are a gentleman and a scholar, both. Much appreciated.
What I have done so far+extra info:
-test world with just WC. Tried different grids. Built new grid. Issue persisted.
-deleted WC mod data (appdata etc), re-subbed, issue persisted.. though I didn't do world files yet!
-am running weapon pack mods, but all have WC as dependency (so I assume compatibility is ok)

I will finish the 1st aid list and if need be put logs together. Will report back. Thanks again kind sir!
Abisius Xarvenius Carbensius 7 JUN a las 23:17 
@CTH2004
i did point towards your comment on the wc discord as the response time there is usually faster.
Abisius Xarvenius Carbensius 7 JUN a las 23:08 
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
Abisius Xarvenius Carbensius 7 JUN a las 23:08 
@Mr. President
take a look here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Automaton-Update-Key-Notes

if that and "standard first aid list" (seperate comment due to its size) doenst help its probably time to put together logs and an example world /world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for reproduction of it) and report in and the discord linked inside the moddescription.
Mr. President 7 JUN a las 22:13 
Is there something to know about fixed weapons and AI (offensive) blocks? I can't get fixed weapons to fire with AI mode. They work manually, WC is detecting them, they have ammo, etc etc. Angle is appropriate (front facing). Static weapons nor manual facing makes any difference. I'm having a hard time troubleshooting!
CTH2004 6 JUN a las 7:49 
okay, I'm makeing a collection for weaponcore mods, is it okay if I use your thumbnail in it?
Abisius Xarvenius Carbensius 3 JUN a las 23:50 
@TK_Over50
you could use the "unsupported mode" to stop wc from deleting nonwc stuff but it still wont work properly (no working ai, nonwc weapons cant intercept wc munitions and vise versa, . . ) and there is nothing about it that can be done due to se limitations.
if you encounter any problems while using "unsupported mode" you will need to reproduce them with it off to get help with it besides some general always applicable stuff.

wc is a full blown weaponframework and not just a weaponframeworkaddon for the vanilla weaponframework (like for example vanilla+, rearths advanced combat system) and se itself can only handle one full blown weaponframework properly at once.
TK_Over50 3 JUN a las 21:00 
Just to be clear, there is no compromise for unsupportedmode weapons?
TheUndone_Crat 24 MAY a las 12:41 
Aight I'll go there, thanks for the response
Abisius Xarvenius Carbensius 23 MAY a las 22:35 
@TheUndone_Crat
thats a very weird one and i have yet to encounter it.

maybee someone on the discord has an idea what is going on or can with the help of logs and an example world find i what is happening.
TheUndone_Crat 23 MAY a las 20:45 
Oh and weirdly enough flying as close as possible to the ground in a 2000 block non-wheeled vehicle with similar weapons doesn't cause near as much issue
TheUndone_Crat 23 MAY a las 20:44 
So I got a very niche issue that's been happening for awhile now. Whenever I'm driving a 10 5x5 wheeled 2000 block monstrosity at decent speed (30m/s+). And I go over a bump or hill in the terrain that brings the hull closer to the ground "Server thread CPU Load" will increase a bit in vanilla. But not to any extent it'll cause lag, at most brings it up to 150%

However when I put weaponcore weapons on the vehicle (just having weaponcore doesn't cause it) it gets much worse, spiking above 300% which causes very noticeable lag spikes

I've turned off shadows and lowered the majority of my graphics settings to no avail. I got the weird feeling this isn't something fixable and I just gotta cope but at the very least is it known why this happens?

If any other information is needed or any questions I'd be happy to answer
Abisius Xarvenius Carbensius 21 MAY a las 15:00 
@seat2323418
could you please explain what it happening with atleast a few more words, atm it can be either be relatet to preexisting turrets or a custom turret and then it also needs to be cleared up which weapons.
seat2323418 21 MAY a las 12:16 
Turrets auto selected but they doesnt fire
Abisius Xarvenius Carbensius 19 MAY a las 21:27 
@Dr. Glitchgo
while mixing nonwc with wc weapons is not advised you can stop the deletion of nonwc weapons with the unsupported mode (see moddescription) but the nonwc weapons wont have functional aie and nonwc weapons cant intercept wc munitions and vise versa.
Abisius Xarvenius Carbensius 19 MAY a las 21:27 
@Dr. Glitchgo
first there is no weapon not like by the author, the weapons get deleted are weapons no based on wc which are due to limitations of se itself are not compatible with wc due to se itself only beeing able to handle one weaponframework at once and wc is a full blown weaponframework and not just a weaponframeworkaddon like vanilla+ or rearths advanced combat system.

the deletion of a nonwc weapon shouldnt cause a crash by itself and also shouldnt cause world corruption.
i dont deny that something is going wrong i just say that it shouldnt be.
if you join the wc discord and provide logs from when it happens and an example world (a world with just the mods needed to reproduce a problem and a premade situation for problem reproduction) a investigation can be started to what is going on.
Dr. Glitchgo 19 MAY a las 10:51 
Keeps crashing my game whenever it detects a weapon the author doesn't like. Hey, how about instead of saying "oh you want to use this gun? New world then." maybe add compatibility like "this gun is incompatible with WeaponCore, instead of corrupting your world, the gun will use the Vanilla system."
the left handed stranger 13 MAY a las 16:23 
cheers legend ill have a wander over there now
Abisius Xarvenius Carbensius 13 MAY a las 16:17 
@the left handed stranger
if i remember it correctly you will need to set them to manual in aiming and firing for it to work, there have been some changes to it just shortly ago.

i for my part dont guide stuff manually into a target, though i suggest asking on the discord for the best response times from the ones on the deep end of the code that can explain what needs to be done to get it working.
the left handed stranger 13 MAY a las 15:53 
nice to see this still active, ive gotten most of the features to work bar one, the tracking of rockets and missiles, ive grouped them, set the manual firing but cant seem to get the knack of getting them to track my curser if thats still a feature of weapon core?
Abisius Xarvenius Carbensius 12 MAY a las 13:30 
@GK111
its possible to change keybings, though some keys might not work properly if choosen cause of the way how you use them.
the command to change them is findable here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips#weaponcore-commands
GK111 12 MAY a las 8:39 
is there any way to change the keybinds? specificly alt and ctrl
Abisius Xarvenius Carbensius 7 MAY a las 21:23 
@WeirdGuyManus
if you mean with "old circle of where to shoot" the vanilla lock system including the lead indicator that is younger than the wc system for it then yes, but it also has its own lockon system with its own lead indicator.
you just need to do some setting it up via the control menu and you can even have multiple lead indicator with one for each weapon if you so desire.

https://github.com/Ash-LikeSnow/WeaponCore/wiki/Player-Tips#weaponcore-lead-indicator
WeirdGuyManus 7 MAY a las 8:49 
does this mod take away the old circle of where to shoot to hit the enemy
Zyrack BloodThorn 6 MAY a las 12:22 
Anubus, I went on the Discord page and posted the Log file... they have already posted an update. Mine is working like a champ again. Hopefully yours is as well.
Anubis 6 MAY a las 11:11 
@Cannon Glad to know I'm not crazy (this time)
Zyrack BloodThorn 6 MAY a las 11:01 
@Anubis, were having the exact same issue and same Fatal Error. This occurred after the WeaponCore update today. Your not alone my friend.

====
17:41:21.4947 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at CoreSystems.Projectiles.Projectiles.GetEntityCompareDist(HitEntity x, HitEntity y, ProInfo info)
at CoreSystems.Projectiles.Projectiles.GenerateHitInfo(Projectile p)
at CoreSystems.Projectiles.Projectiles.FinalizeHits(Projectile p)
at CoreSystems.Projectiles.Projectiles.InitialHitCheck(Projectile p, Boolean lineCheck)
at CoreSystems.Projectiles.Projectiles.<CheckHits>b__32_0(Int32 i)
Anubis 6 MAY a las 10:55 
Is there a new issue with weaponcore today? Everytime one of my weaponcore weapons fires, the server crashes.

====
Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.

at CoreSystems.Projectiles.Projectiles.GetEntityCompareDist(HitEntity x, HitEntity y, ProInfo info)

at CoreSystems.Projectiles.Projectiles.GenerateHitInfo(Projectile p)

at CoreSystems.Projectiles.Projectiles.FinalizeHits(Projectile p)

at CoreSystems.Projectiles.Projectiles.InitialHitCheck(Projectile p, Boolean lineCheck)

at CoreSystems.Projectiles.Projectiles.<CheckHits>b__32_0(Int32 i)

at ParallelTasks.Parallel.For(Int32 startInclusive, Int32 endExclusive, Action`1 body, Int32 stride, WorkPriority priority, Nullable`1 options, Boolean blocking)

at Sandbox.ModAPI.MyParallelTask.VRage.Game.ModAPI.IMyParallelTask.For(Int32 startInclusive, Int32 endExclusive, Action`1 body, Int32 stride)
Abisius Xarvenius Carbensius 5 MAY a las 12:58 
@riahnoc
there is no forced incompatibility from wc side, its just that se cant handle multiple weaponframeworks properly at once.
wc is a full blown weaponframework and not just a weaponframeworkaddon like vanilla+ or rearths advanced combat system.

though even if you have mods that arent compatible with each other in the world it wont cause se to ctd or hang up or otherwise crash, that is usually caused by file corruption on either se or modende or you setup running out of space for se itself to work properly. having mods incompatible with each other in a world will cause them to not work properly or give a world loading error from my own past experience.
riahnoc 5 MAY a las 12:33 
Do love built in incompatibility with fun stuff, What next gonna force my game to crash cause I have a mod yalls don't like on my world?