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Vanilla Converter
The converter mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3763050326
Adding this mod to a save game will attempt to convert any vanilla-based block weapons within all mods to a WeaponCore-compatible format, allowing you to combine them with WeaponCore weapon mods. It currently is not compatible with Vanilla+ weapons.
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Missile Richochets will be ignored: WC lacks them entirely
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Weapon setting
DeviateShotAngleAimingwill be ignored -
Missile weapons with acceleration will always start from 0m/s.
- If there is no acceleration specified and skip acceleration is false, then acceleration will be set to 0.001m/s², starting from 0m/s velocity.
- If skip acceleration is true then the ammo will use the lesser of desired and initial speed.
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DeathMessagewill be ignored -
Missile-type ammo explosions will only affect voxels if
AFFECT_VOXELSis defined inExplosionFlags -
Weapon setting
MuzzleFlashLifeSpanwill be ignored -
Weapon setting
ReloadTimewill be rounded down to the nearest tick -
Weapon setting
RateOfFirewill be rounded down to only fire after an integer number of ticks. Essentially, anything between 3600 and 1800 will be rounded to 1800, between 1800 and 1200 --> 1200, etc. 3600, 1800, 1200 are unaffected. -
CubeBlock setting
IdleRotationwill be ignored and effectively be false -
CubeBlock settings
AmmoPullAmountPerTickandInventoryFillFactorMaxwill be ignored (not accessible).InventoryFillFactorMaxequivalent is set to 0.95 -
ALL Cubeblock
TargetingGroupswill be ignored in favor of TypeIDs via WC's system -
Vanilla projectile behavior of damaging your own grid is disabled, and the world toggle is ignored
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Weapon types MUST the following subpart setups (no subpart dictionary like the vanilla autocannon or alternate subpart names like gatling reskin)
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InteriorTurret/Searchlightmust useInteriorTurretBase1for azimuth andInteriorTurretBase2for elevation, Searchlight must usespotlightfor muzzle while InteriorTurret must usemuzzle_projectile_1 -
LargeGatlingTurretmust useGatlingTurretBase1for azimuth,GatlingTurretBase2for elevation.GatlingBarrelmust be used for the spinpart and is optional- If
MuzzleProjectileDummyNameis not defined,muzzle_projectilemust be used for the muzzle - If
CameraDummyNameis not defined,muzzle_projectilewill be used for the scope
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SmallGatlingGunmust useBarrelas a mandatory spinpart, andmuzzle_projectilefor the muzzle (attached toBarrel) -
SmallMissileLauncher/SmallMissileLauncherReloadmust have no subparts used in the weapon- Muzzles MUST be defined in the weapon definition under
</Effects>. If none are defined then onlymuzzle_missile_001will be used
- Muzzles MUST be defined in the weapon definition under
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LargeMissileTurretmust useMissileTurretBase1for azimuth,MissileTurretBarrelsfor elevation- Muzzles MUST be defined in the weapon definition under
</Effects>. If none are defined then onlymuzzle_missile_001will be used - If
CameraDummyNameis not defined, the first defined muzzle will be used for the scope
- Muzzles MUST be defined in the weapon definition under
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ShotsInBurst must be a multiple of the first ammo type's ammo capacity, and may vary if different ammo magazines have different ammo capacities
- WC uses a MagsPerReload approach, so internally the replacer sets MagsPerReload to ShotsInBurst / (the first) AmmoMag Capacity, rounded up
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Projectile-type weapons with multiple ammos using
ProjectileCountwill fire theProjectileCountspecified in the top-most ammo type per shot -
Targeting options being enabled/disabled based off of sbc will do nothing
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Targeting options do not work for Friends, Enemeies, and Stations (WC lacks those options). If missiles are not in the hidden list then they will be prioritized
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PreFire particles will show up on all muzzles
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Only one particle may be used for all muzzle particles, if multiple are defined it will use the one with the most uses. If theres a tie it will use the highest on the list
- Effects settings
ParticleBirthStart,ParticleBirthMin,ParticleBirthMax,ParticleBirthDecrease,ParticleBirthIncreasewill be ignored - Effects setting
Loopmust match the particle definition
- Effects settings
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Only one hit particle may be defined, and has the following order:
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EndOfLifeEffectis defined it will use that - otherwise it will attempt to use the particle defined in
MaterialProperties, with the following priority: a.Metal/Glass/GlassOpaqueb.Wolf/Spider/Character/CharacterFemale/Ammo
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Projectile line draws lack length randomizations
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Missile-type ammo hit particle will only show up if it didn't hit anything if
FORCE_CUSTOM_END_OF_LIFE_EFFECTorCREATE_PARTICLE_EFFECTare defined inExplosionFlags, or ifEndOfLifeEffectis defined -
Hit sounds are constrained to the following: Voxels, Grids, Players, Floating Objects, and will do so in the following order
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If defined in
MaterialProperties, then it will use the ones defined, in no specific prioritya.
Metal/Glass/GlassOpaquewill be used for Gridsb.
Wolf/Spider/Character/CharacterFemalewill be used for Playersc.
Ammowill be used for Floating Objects -
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EndOfLifeSoundis defined it will use the defined sound -
Otherwise,
WepSmallMissileExplfor missile ammo types, andImpMetalMetalCat0for projectile types
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MyEntityCapacitorComponentwill force the weapon to haveShotsInBurst= 1 (fire one before reloading) (although iirc this is vanilla behavior) -
MyEntityCapacitorComponentreload times will be rounded up to the nearest rate of fire number (ie. 60s (1), 30s (2), 20s (3), 15s (4), 12s (5), etc), and will override any defined ReloadTime/ROF in your Weapon Definition -
If an
InventoryComponentis not defined for weapons then the CubeBlock'sInventoryMaxVolumewill be used -
For weapon definitions, using
MissileAmmoDatawith projectile-type subtypes and vice versa will error -
Projectile-type ammos will keep their maximum of one block hit for their BaseDamage
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Explosions work significantly differently:
- Explosion damage is dealt to ALL blocks within the radius, regardless of whether they are obstructed or not!
- Explosion radius is multiplied by 1.25x (actually vanilla explosion behavior, its taken into account here)
- Explosion damage lacks vanilla shrapnel
- Explosion damage linearly decays out to radius instead of whatever keen was doing
- Explosion damage only applies to the grid hit directly by the projectile. Any explosion where the projectile did not directly hit a grid will do no damage.
WeaponCore Quick Links
Weapon Properties (Page in Progress)
Multi-Turret Creation (Page in Progress)
Weapon - Targeting & Hardpoint
Weapon - Critical Reactions/Warheads
Weapon - Minimal Configurations
Ammo - Electronic Warfare System (EWAR)
Ammo - Guidance System (Homing, Mines, Self-Guided)
Ammo - Audio Visual - Advanced Billboards