Space Engineers

Space Engineers

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Shrapnel Damage UPDATED
   
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Type: Mod
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3.518 KB
Apr 8, 2017 @ 1:09am
Apr 8, 2021 @ 12:15am
8 Change Notes ( view )

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Shrapnel Damage UPDATED

Description
*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work! ***


This mod tweaks the way projectile damage is applied to a grid when the targeted block is destroyed, when the projectile's damage output is higher than the block's remaining integrity.

Vanilla: the block disappears, attached blocks take some deformation damage.
Modded: the block is converted to shrapnel which damages surrounding blocks whether they're attached or not.

The effect is most noticable when the damage potential of the projectile is much higher than the impacted block. The radius of the shrapnel, as well as the amount of damage dealt, is in direct proportion to how much "overkill" the projectile has.

I often use mods such as Razorton's Star Wars Weapons, and with the vanilla damage model it didn't matter whether I hit a small grid with a regular laser or a heavy turbolaser - just one block would disappear either way. With this mod, unspent damage is literally converted into an explosion.

See the pictures for examples. I've used a projectile weapon dealing 10k damage per hit (vanilla 200mm missiles deal 500, as a comparison.)

UPDATE: I've addressed the way that terminal blocks like to explode with one shot to an adjacent armour block, but can take multiple direct hits quite happily. Armour blocks do deformation damage to their neighbours when they are destroyed and blocks that can't handle deformation damage (i.e. anything except armour!) spontaneously explodes in an unfair fashion. This mod now stops that instakill magic deformation damage from dead armour blocks.

Once that magic damage was taken out non-armour blocks were lasting a lot better, so I also added a bit of a balancing factor to make armour tougher and non-armour more fragile. I feel like it's a good balance now.
139 Comments
Sensational Being Jul 20, 2022 @ 8:32am 
I believe this mod was causing my character to be killed from within the cockpit even though I could check the cockpit after and it wasn't showing damage.

So it's not as though the cockpit was damaged into kicking my character out and then was killed.

This is a very interesting mod, but that behavior does present a problem.
ExCaedibus May 15, 2022 @ 8:49am 
Thank you Jonn! I have asked in the WC Discord and the answer was, it will probably not work with Weapon Core: "is working off the damage potential of the ammo, wc has its own ammo system".
jonn19  [author] May 14, 2022 @ 5:30pm 
Hi Effo, yes it's a standard mod. Just messes with the damage system. I have no idea if it works with WeaponCore, however.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
ExCaedibus Mar 16, 2022 @ 3:41pm 
Do I add this to a normal hosted server like any other mod, just by adding it into the two sandbox sbc files? Thank you for clarification.
Macilcuru Mar 13, 2022 @ 6:51pm 
I don't suppose we know if the Warfare 2 armor adjustments are compatible with this? I've not had any crashes yet, but I don't know what impact they might have on one another.
G3Nuke Apr 8, 2021 @ 10:29pm 
I actually removed the other mod, your mod is actually working great/fantastically, while the reactor explosions/tank explosions were causing a chain reaction with the shrapnel. Basically >shrapnel hits tank, tank explodes, shrapnel hits another tank, tank explodes. It's a big explosive loop that I was in.

I decided on keeping shrapnel damage because it feels the best out of all of them though.
jonn19  [author] Apr 8, 2021 @ 12:15am 
Thanks Nuke. I don't know the internals of the other mod but there is a chance that they're trying to do the same thing, or there's some looping. I will try a small tweak, let me know if you feel there's a change for better or worse?
G3Nuke Apr 7, 2021 @ 1:52pm 
I'm having the same issue, except massive performance drops in small ship fighter combat. I'm also using critical reactors and tank explosions, but when I removed shrapnel the performance issues looked solved. I think maybe combined with a shrapnel mod it's too much? Can chain reactions happen with your mod? I'm thinking that's what's happening.
jonn19  [author] Feb 27, 2021 @ 11:46pm 
Thanks Gray. I will check that out... doesn't replace as such, they should coexist. Making that other one unearthed what I saw as a need to use the excess damage for something, especially with modded weapons.
Gray Feb 27, 2021 @ 5:58pm 
@jonn19 Has this replaced your Terminal Block Explosions? You have unanswered questions on that mod page