About 2cm Beam System
From Steam Workshop[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1741367908]Example World Here Rotor Turret Script https://steamcommunity.com/sharedfiles/filedetails/?id=1742307499 Ion Beam Manager Script…
Example World Here
Rotor Turret Script https://steamcommunity.com/sharedfiles/filedetails/?id=1742307499
Ion Beam Manager Script https://steamcommunity.com/sharedfiles/filedetails/?id=1742298522
Stackable with same type beams
More stacked beam = More range and more damage.
Colorable beam
You can change the color of the beam by coloring the block with a high saturation color.
Laser Beam System
Simple, but requires many energy. Weak to against energy shield system.
Maximum Beam Range: 800M ~ 4,000M Maximum Link Range: 25M
Ion Beam System
Very strong, but need build charging loop to use. If you stack enough beam energy, the beam explodes at the point of impact. But it is very weak if it is not stacked enough.
Strong to against shield system. The ion beam overloads the target's shield system.
Maximum Beam Range: 1,200M ~ 25KM Maximum Link Range: 125M
Block Properties for in-game script
Ion Beam Generator TypeId: UpgradeModule SubtypeIds:
- 2CM_BS_Ion_Generator_sv_Large
- 2CM_BS_Ion_Generator_Large (deprecated: I've left it backwards compatible.)
Properties
- Beam_OutputPower : (float: 0 ~ 100) Determine target output power rate
- Beam_CurrentPower : (float) [readonly] Present current output power
Ion Beam Combiner TypeId: Passage SubtypeId: 2CM_BS_Ion_Combiner_Large
Properties
- Beam_CurrentPower : (float) [readonly] Present current power
Ion Capacitor TypeId: TerminalBlock SubtypeIds:
- 2CM_BS_Ion_Capacitor
- 2CM_BS_Ion_CapacitorS
Properties
- Beam_PresentChargedRate : (bool) Determine present charged rate to CustomData
- Beam_ChargedRate : (float: 0 ~ 1) [readonly] Present current charged power rate1
Ion Beam Active Emitter TypeId: UpgradeModule SubtypeIds: 2CM_BS_Ion_Active_Emitter_Large
Properties
- Beam_CurrentPower : (float) [readonly] Present current emitter output power
- Beam_SplitRatio : (float: 0 ~ 1) Split weights (output level will calculate with the weights of this emitter and the other emitters.)
- Beam_CombinerSplitRatio: (float: 0 ~ 1) Combiner's emitter split weights value
Calculate ion beam split ratio example:
Weights:
Combiner emitter = 1.0
Active emitter "A" = 0.5
Active emitter "B" = 1.0
Active emitter "C" = 0.0
Total weights = 2.5
Split ratio results:
Combiner emitter = 1.0 / 2.5 = 0.4 = 40 %
Active emitter "A" = 0.5 / 2.5 = 0.2 = 20 %
Active emitter "B" = 1.0 / 2.5 = 0.4 = 40 %
Active emitter "C" = 0.0 / 2.5 = 0.0 = 0 %
Laser Generator TypeId: UpgradeModule SubtypeIds:
- 2CM_BS_Laser_Generator_Large
- 2CM_BS_Laser_Generator_Small
Properties
- Beam_OutputPower : (float: 0 ~ 100) Determine target output power rate
- Beam_CurrentPower : (float) [readonly] Present current output power
Laser Combiner TypeId: Passage SubtypeIds:
- 2CM_BS_Laser_Combiner_Large
- 2CM_BS_Laser_Combiner_Small
Properties
- Beam_CurrentPower : (float) [readonly] Present current power
Laser Splitter TypeId: UpgradeModule SubtypeIds:
- 2CM_BS_Laser_Splitter_Large
- 2CM_BS_Laser_Splitter_Small
Properties
- Beam_CurrentPower : (float) [readonly] Present current power
- Beam_SplitRatio : (float: 0 ~ 1) Split ratio (0.0 is forward, 1.0 is backward)
Laser Capacitor TypeId: Passage SubtypeIds:
- 2CM_BS_Laser_Capacitor_Large
- 2CM_BS_Laser_Capacitor_Small
Properties
- Beam_CurrentPower : (float) [readonly] Present current power
In-game script code pieces
// Get charged rate from ion capacitor
float chargedRate = capacitor.GetValueFloat("Beam_ChargedRate");
// Set target output power rate to beam generator
generator.SetValue("Beam_OutputPower", 100f);
Where from script?
Mostly I made it.
except: CellEnumerator.cs from MA Laser Beam System. https://steamcommunity.com/sharedfiles/filedetails/?id=1276445455
but, it's not means I made it from zero.
I learned many logic from MA Laser Beam System (raycasting, find hit block, drawing beam) and vanila code.
Also I learning multiplayer sync logic from Energy Weapons, but it's not ready yet.
Thanks to the creators.
Resource references
Laser beam sound from Homeworld 2. I will change that sound. https://store.steampowered.com/app/244160/
Highlights
From source dataFootprint
A 177 MB download, rated a light load on a server.
Last update
Its author last shipped an update 6 yr ago.
2cm Beam System on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2020-06-26, released 2020-06-26, 177 MB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of 2cm Beam System.
Run 2cm Beam System on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Space Engineers
- File size
- 177 MB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓Author2cm, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
