Space Engineers

Space Engineers

Critical Reactor Explosions
178 Comments
KilledJoy Feb 1 @ 12:58pm 
Does this one work still
Captain Canard Nov 14, 2024 @ 7:52am 
So this still works after contact update?
matthewvogt Oct 7, 2024 @ 10:57am 
Christmas, i pointed a turret towars my reactor and called selfdestruct shooting it lol
titanius anglesmith Apr 30, 2024 @ 10:32am 
so the more powerful the reactor the bigger boom huh :o
Christmas Oct 22, 2023 @ 7:00am 
is there a way u could add to this by adding a self destruct option that makes all reactors output maximum energy then criticaly explode destroying everything in a very large area
tmo97 Oct 16, 2023 @ 12:49am 
??????
Dreus Oct 7, 2023 @ 12:18am 
dead?
AkiraSato_ Mar 31, 2023 @ 3:56pm 
Is there a way to make the explosion stronger ((via files i need to know pls))
Khazul Mar 23, 2023 @ 1:11am 
Great mod - thanks for your work :)

Should putting a warhead next to a reactor cause the reactor to always go critical (assuming powered on and heavy power load) when the warhead goes off?

I'm using the deuterium reactor mod, 4 x 30GW reactors powering 100GW of shielding (so high power demand), all reactors full - just get nromal warhead explosion. Sometimes these reactor do explosion from being shot at etc and would normally consume the whole ship (its a big ship)
tmo97 Jun 8, 2022 @ 4:39pm 
but uhh
is this updated or not
MatteoMorsa May 1, 2022 @ 7:29am 
v Third this
v
Useless Feb 27, 2022 @ 8:43pm 
V second this V
Omniarcher Jan 17, 2022 @ 10:32am 
if you update could you use the Bigger Explosions mod? https://steamcommunity.com/sharedfiles/filedetails/?id=2667547195
Kara Vaki Dec 29, 2021 @ 8:25pm 
it does leave the mech quite GUTTED tho XD
Kara Vaki Dec 29, 2021 @ 8:24pm 
I've also noticed the explosion not working correctly as I was messing around with mechs and hoped to see a large kaboom like in the mechwarrior games when a mech goes critical
Dondelium  [author] Nov 29, 2021 @ 12:33pm 
@The Inglorious Peach Doctor
Huh... I wonder if Keen changed the explosion creation calculations...
I will have to check it out and see if that's the case, because honestly that sounds hilarious.
Reik_Doktr Nov 28, 2021 @ 7:22pm 
For my game, the explosion only damages armor blocks. All other blocks are left totally intact and it often leaves a giant "skeleton" of conveyors, windows, gun emplacements, and what have you floating in space.
Egglanoir Nov 21, 2021 @ 1:08pm 
You should consider adding some config options, or if they exist, telling us how to configure it.
KittenPixel Aug 14, 2021 @ 10:58am 
OK WITH A DIFFERENT GUN ITS SO POWERFUL
KittenPixel Aug 14, 2021 @ 9:53am 
I used atlas on it and nothing happend
Star_Kindler Jun 19, 2021 @ 10:05pm 
Hi, I was just wondering if you could please make a version of this mod where no uranium was necessary for a reactor to explode, nor current output, and have the damage and explosion radius solely dependent on the maximum output of the reactor? Basically the Jump Drive Critical Explosion Mod but for reactors, or a creative version of this mod. Since many ships in creative don't have uranium in them and it's a pain to go through them all and fill all of their reactors with uranium.
Dondelium  [author] Apr 21, 2021 @ 12:57pm 
With that stated. In practical SE combat, I have seen many more occasions, where my gas tanks explosions mod detonates a grid, over the reactor mod. Which makes sense as the gas tanks has no fail-safe simulation written into it.

More often than not, the reactor explosions I have seen tend to be driven more off of chain reactions because of gas tanks explosions.
Dondelium  [author] Apr 21, 2021 @ 12:53pm 
Hi Audio. Just checked. Yes the mod still works, and it does create the big blue explosion, and does do damage to surrounding blocks.

If you supply a world save, video, gif, or even a screenshot, it may help me provide an explanation as to why it is not working for you.

Keep in mind the mod is made so as to, very loosely, simulate fail-safes. Making it so a reactor does not necessarily go critical just because of damage. With an increased likely-hood of going critical when under higher load.
SimplyBenjamen Apr 20, 2021 @ 5:41pm 
It's been awhile sense the last post on this mod but does it still work at all? I've not seen the blue fireball like I am meant to and it does not do any real damage even with a Arc Reactor.
Gufo10 Feb 26, 2021 @ 4:16pm 
Glorious, love the big ars blue fireball!
Dondelium  [author] Jan 11, 2021 @ 5:31pm 
@Adversity Interesting. Maybe its a serverside mod download issue?
We play with WeaponCore as well, and have had no issues, but we don't play dedicated. If your hosting via a server farm, you may have to do some networking.

Could you post an extended log output in the Bug Reports / Trouble Shooting discussion?
Adivrsity Jan 11, 2021 @ 5:26pm 
Yeah I've done all that, but since its a dedicated server I built myself its more complicated. Completely new server and no change. Im thinking of trying it without WeaponCore and seeing if its an issue.

If I just use the default multiplayer setup from SE it works fine, so its something else I cant figure out.
Dondelium  [author] Jan 11, 2021 @ 5:15pm 
@Adversity That looks like a networking/file provider error. (aka Steam)

My friend and I have been using this mod in multiplayer everyday for the last week or so, so I know the mod is functioning correctly.

There are some things to try:
1. Exit SE.
2a. If you are subscribed to the mod. Unsubscribe from the mod, wait a couple minutes, and resubscribe. This should delete, and then re-download it.
2b. If you are not subscribed. Subscribe to the mod, let it download via the steam application.
3. If you are running behind a VPN / Proxy / PiHole... this can cause issues.
4. The server may need to reboot. I updated the mod 5 days ago, and if they have not rebooted since then, then this may cause some issues.
Adivrsity Jan 11, 2021 @ 12:38pm 
Working on a multiplayer server, and whenever I try to load your mod, im not sure what this error is, or if its interacting with WeaponCore?

2021-01-11 15:30:24.232 - Thread: 25 -> Workshop item with id 1743310853 download finished. Result: k_EResultTimeout
2021-01-11 15:30:24.232 - Thread: 25 -> Error during downloading: Timeout
2021-01-11 15:30:44.260 - Thread: 25 -> Workshop item with id 1918681825 download finished. Result: k_EResultTimeout
2021-01-11 15:30:44.260 - Thread: 25 -> Error during downloading: Timeout
2021-01-11 15:30:44.260 - Thread: 23 -> Up to date mod: Id = 1918681825, title = 'WeaponCore - 1.6(30)'

""Exception while loading world: Value cannot be null.""

Any ideas?
Abisius Xarvenius Carbensius Jan 8, 2021 @ 4:10pm 
@random Techpriest
i use the arc reactors and they work with it, it gives even a bigger boom than with the vanilla reactors and the more powerful lthe arc reactors are the bigger the explosion, but dont know if that is intended or just a side product.
Dondelium  [author] Jan 8, 2021 @ 12:11pm 
@random Techpriest Yeah, it should work with modded reactors.
random Techpriest Jan 8, 2021 @ 6:22am 
Will this work with modded reactors like the Hyperion-Series?
Dondelium  [author] Nov 30, 2020 @ 9:24pm 
@KilledJoy It would still explode, as there is a base damage done based upon the current output of the reactor, but it would not have as large of an explosion.
KilledJoy Nov 30, 2020 @ 6:53pm 
would this mod still work in a creative server ? Or technically not cuz the reactors wouldnt have uranium in them?
Dondelium  [author] Nov 17, 2020 @ 3:02pm 
@Grillbriggen That depends on how much uranium it contains.
Grillbriggen Nov 17, 2020 @ 3:01pm 
Is a reactor not exceeding 740 mw in power output supposed to delete entire ships around them and then ships next to them as well?
Abisius Xarvenius Carbensius Nov 2, 2020 @ 2:33pm 
@Reaper
if yo uhave a mod that has this mod as a requirement the serve rwill automatically download the mod. a while a go, must already be aroudn 2 years, it got changed from manually adding all required mods to automatically add all required mods
Rex Nov 2, 2020 @ 2:19pm 
not even subscribed to this stupid mod not sure why it keeps showing up in my server
1antonioorlo1 Oct 11, 2020 @ 12:52am 
=(
Fine Gentleman Sep 20, 2020 @ 8:40pm 
RIP
OXxzyDoOM Aug 13, 2020 @ 10:24pm 
And thank you for the mod!
Makes building and destroying much more fun :D
Dondelium  [author] Aug 13, 2020 @ 10:10pm 
Ok, testing, it there I can attest to that it is not spawning an explosion. I will look into that. Thanks for the world save.
OXxzyDoOM Aug 13, 2020 @ 9:15pm 
Ok, after my comment I continued to test it (deleting mods, loading vanilla world, etc) and when I created a Empty world everyting worked fine, then loaded all previus mods and world config and still fine. Created another Earth Planet world (The world where I saw the bug) and the effect was gone again.

Don't know what the Earth Planet world have but messes up the explosion effect.
This is the Earth Planet world where I last tested the bug:

https://steamcommunity.com/sharedfiles/filedetails/?id=2196813290
Double checked the explosion and it still missing.
Dondelium  [author] Aug 13, 2020 @ 8:42pm 
Looks like it works to me:
https://youtu.be/M_kyMxkshBc
OXxzyDoOM Aug 13, 2020 @ 7:10pm 
Where is the blue epic explosion?

The reactor explodes fine but the explosion on the vids and images is not there.
RazersEdge May 22, 2020 @ 9:05am 
I enabled this with gas tank explosions too and witnessed in horror how terrible the internal design for one of my new cruisers was. I took one gravity cannon round that pierced my shields, my gas tanks blew, then my reactors went in a chain reaction and my ship literally split in half. Glorious fireball that it was, I was not expecting a destroyer to be able to take out a fast attack cruiser like that. Reminded me of WW2 when a ship's magazine got hit.

This and tank explosions almost make it worth it to take the weight penalties of internal armor bulkheads to separate gas tanks from each other and reactors. For heavier ships it is probably a must.
CCC Mar 20, 2020 @ 7:35am 
i am not getting a shiny epic explosion, too.
did i miss something?
Lagmaster Mar 15, 2020 @ 2:49pm 
i am not getting a different explosion
RHS0 Dec 20, 2019 @ 1:58pm 
Could you please make it so Jump Drives explode too? There is already a mod that does similar to that, but it just explodes when overcharged, which I think there would be safeguards against. Just saying, Critical Jump Drives would round out with Reactors and Tanks.
ty
Novum33 Nov 15, 2019 @ 3:34pm 
we should have a mod
that adds nuclear warheads. not a powerful warhead but a warhead with effects and a custom explosion