Space Engineers

Space Engineers

Nuclear Weapons Expanded
59 Comments
Official Zealiux  [author] Jul 6 @ 1:21pm 
NWE uses the biger explosions framework to allow for the large and stacked explosion effects. It is true that bigger explosions doesn't inherently change anything on it's own or at least not that is noticeable. So yes the mod does change the vanilla mechanics to allow for this nuclear explosions. But this is because of the bigger explosions frame work.
LexiKitty Jul 6 @ 12:39pm 
So I've made alot of Systems on SE that work on very Specific Explosion Physics and I have Nuclear Weapons Expanded as a Side Mod incase I ever wanna use it. Today I figured out that this Mod, Changes the Explosion Physics of the Game massively. I can't explain what it changes because I genuinely have no idea how to describe this. I have tested with just Bigger Explosions and it does not change anything. It's only changed with Nuclear Weapons Expanded. Im intersted if this is an Intended Side Effect of the Mod or was it necesarry to Facilitate such Large Explosions?
Official Zealiux  [author] Mar 23 @ 7:49am 
@The Kingfish, Depending on the mod config you use [See: ...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads]
they do, the mod has 3 explosion types that the Larger explosion framework uses to calculate the damage. by default it uses the one that does radius damage and fragments grids outside of the immediate destruction radius. do keep in mind that the explosions do stack (max explosion size can also be configured)
I've noticed that the thermonuclear warhead deletes ships that it's placed on, even when damage is set to off. Do the nukes actually cause damage or do they just delete ships in a radius using a script?
MAMPF(GER) Jan 30 @ 11:49am 
Weapon Core pls
Official Zealiux  [author] Jan 10 @ 11:53am 
I can double check. something might've gotten messed up...
CPT. VOSILIY Jan 10 @ 11:04am 
i have the same problem like Brandon469 on 22 august, but in the config all parameters are true. do i need to add some code to can create nuclear missle?
The Doctor Oct 21, 2024 @ 12:32pm 
LVL 9999 boss that should be the right answer
Heft Oct 13, 2024 @ 11:25am 
@Official Zealiux It is not compatible with WeaponCore 2.5 mod, can you fix it ?
LVL 9999 OVERGEARED LAST BOSS Oct 13, 2024 @ 6:53am 
make a even stronger version with prototech and leave the old ones untouched
Official Zealiux  [author] Oct 11, 2024 @ 11:11am 
So with the upcoming SE update, I was thinking. Should I add some prototech components too the Centrifuge and Fabricator? as the nukes are meant to be end game blocks / weapons....

Or should I make this a separate version? or maybe another option?
Official Zealiux  [author] Oct 8, 2024 @ 7:46pm 
@Vexed yes of course
Hexavexed Oct 7, 2024 @ 12:33am 
Can this be used on a public server?
Official Zealiux  [author] Oct 6, 2024 @ 10:28am 
hey @prokhorovspasskoe could you explain your issue further?
Also if you prefer my Discord and steam messages are open.
prokhorovspasskoe Oct 5, 2024 @ 9:21pm 
Good afternoon. I can't figure out how to use this mod in any way. Can I have a step-by-step instruction?
maxdean02 Sep 14, 2024 @ 10:13pm 
Okay, nevermind, it's just happening in the lost colony scenario. If I do a new world it works perfectly fine. Don't know why it doesn't work in lost colony
maxdean02 Sep 14, 2024 @ 10:07pm 
Hey, I have a bug to report. The thermonuclear warhead won't detonate when I click the detonate button. It will only detonate after I delete the block after clicking detonate. The detonate function doesn't work after using a button, timer, action relay, or anything. Only destroying the block causes an actual explosion.
asunder Sep 1, 2024 @ 6:49pm 
How can I make my own changes to this? IE adding more warheads (using the same model) with different yields? i dont intend on making it survival friendly or publishing it i just want to mess around
Official Zealiux  [author] Aug 22, 2024 @ 10:59am 
@Brandon469 They are disabled in the config by default, as somewhat of a partial WC compatibility.
you can find the file path for the config bellow.
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads
Brandon469 Aug 22, 2024 @ 9:49am 
I'm having an issue with the mod where I can't craft the nuclear missile in the assembler. The assembler is not accepting the demon core as an input, but will let me place the demon core in the output slot of the assembler. Not sure if it's conflicting mods on my end or a bug.
Official Zealiux  [author] Aug 19, 2024 @ 4:24pm 
Yes, that’s kinda why I added the additional production stages…
SwordOfTheStars Aug 19, 2024 @ 3:33am 
Is this survival ready?
Official Zealiux  [author] Jul 15, 2024 @ 7:51am 
added this into the main branch of the mod. mod conflicts with IO's Fabricator should be fixed now
Space Ace Jul 10, 2024 @ 5:48am 
I created a version that works with industrial overhaul by renaming the fabricator. Do you mind if i upload it for others to use? (I will credit of course)
Koraynos TR Jun 29, 2024 @ 4:00am 
I managed to stop the crash from happening, after painstakingly checking every single mod that i had i found an incompatibility with the "Eli Dang's Holo HUD" mod out of the 78 mods i had used (Don't judge)
I was also using only 1 warhead
Any chance to get this fixed? i like the HUD mod
Official Zealiux  [author] Jun 26, 2024 @ 8:20pm 
Any other Mods being Used? And how many warheads are being used?
Koraynos TR Jun 26, 2024 @ 7:06am 
My Guided Nuclear Missile has been crashing my game when it detonates

Stepts to recreate: Build a (LG) drone with thrusters for mobility,
envelope the nuke with some light armor blocks and then detonate via controls or
damaging the nuke.

Could the reason for this be by the mod? or is it just by my side
Spectreblitz Jun 22, 2024 @ 6:36am 
finally I have the tools to make a Nuclear Missile Carrier. Strapping nukes to programmed suicide drones will be hilarious
Space Ace Jun 21, 2024 @ 8:00am 
The Industrial Overhaul fabricator directly conflicts with this fabricator. Whichever mod loads first completely overrides the other one's fabricator. Plz fix. Maybe rename it "Atomic Fabricator" or something?
titanius anglesmith Jun 19, 2024 @ 5:48pm 
news on making it work with Guided Vanilla Rockets (Vanilla+) ? :D
Danny Jun 17, 2024 @ 2:24pm 
Certainly needs weaponcore adaptation.
This thing would be so cool to use in a server.
Drach'nyen Jun 8, 2024 @ 5:48pm 
weaponcore pls

also, is it possible to make voxel-erasing nukes with weaponcore? or will they only damage grids?
Official Zealiux  [author] Jun 6, 2024 @ 3:00pm 
Build info probably doesn't show the damage. The nuclear explosion is generated by the bigger explosions framework (like how WC itself is a framework). Technically the warheads and missiles function more like a trigger, so from the perspective of buildinfo they have no real explosion force.

That said the exact force is a good question, I'm not sure my self. Tho I can say that Defence Shields can stop the blasts. I have not tested it with the Deflector shields however. but I expect it to behave similarly.
TheRebornAce Jun 5, 2024 @ 6:18pm 
how much damage does each nuclear warhead do? i have Build Info but it's saying it only creates 1 pt of explosive damage which of course is incorrect. i ask this because i'm using the Deflector Shield mod and with 900k pts of health, the small grid mini nuke warhead was able to completely penetrate and destroy the grid it was protecting. is the damage of the nuclear warheads so high that not even shields can protect from it? or is it a compatibility issue? with the damage value unknown i can't really confirm one or the other at the moment.
Mickey Mouse Meth House Jun 5, 2024 @ 6:13pm 
@Vas put a parachute and link it with a timer block as a trigger so when the parachute goes off at the desired height so does the nuke
Vas Jun 5, 2024 @ 12:30pm 
I assume its just the warhead with larger blast radius and different recipes, right?

Be nice if it could functoin more like the real nukes do, slowing down in gravity to blow up above the ground instead of on impact, while in space exploding on impact.
ShadowDragon007 Jun 2, 2024 @ 2:09pm 
Would love a WC version of this
Official Zealiux  [author] Jun 2, 2024 @ 9:10am 
@TAB it is backwards compatible. However this mod changes certain values both in the config and the mod itself. I recommend having only this or the original mod enabled at a time. Or they are likely to conflict
Official Zealiux  [author] Jun 2, 2024 @ 9:05am 
I was thinking about making a WC version of the missile launcher. So there is definitely a possibility. And regarding the vanilla homing mod, I’ll look into it
titanius anglesmith Jun 2, 2024 @ 7:14am 
way to make the missile launcher work with. https://steamcommunity.com/sharedfiles/filedetails/?id=3155672714 for homing nucular rockets ? :D
titanius anglesmith Jun 2, 2024 @ 7:07am 
will there be a WC and non WC one ? or even maybe a vanilla+ one ?
TAB Jun 2, 2024 @ 6:51am 
Is this mod compatible with the mentioned Nuclear Weapons or do I need to remove it?
Official Zealiux  [author] May 31, 2024 @ 1:24am 
@Blix check your worlds config as could be that crafting the nuclear missiles is disabled
I forgot whether nor not I set it as disabled by default
Blix May 26, 2024 @ 2:56pm 
My assembler won't make nuclear missiles due to "missing materials", more specifically, demon cores, even though I put demon cores in it's inventory. I would also like to note that it would let me put demon cores in the materials section of it's inventory.
Official Zealiux  [author] May 20, 2024 @ 6:31am 
@thekidjuniper The framework that this mod runs on Bigger Explosions is what is responsible for the explosion effects and behavior. Unfortunately I am not the one who made that mod. Though I can ask Echthros (the original creator) I think that I already know the reason why this feature is not a thing already.

Simply said adding a massive amount of additional particle effects would have a serious impact on performance. And would most likely require a massive rewrite of the framework.
thekidjuniper May 19, 2024 @ 6:10pm 
I'm sorry this is grate but can you make it more realistic? Like i don't know like maybe dirt fly up as the shock wave passes?
Official Zealiux  [author] May 18, 2024 @ 4:29pm 
@joe lasagna the issue with the crafting recipe has been fixed tho I had to completely change the recipe

Also the 3.33 EU per core is correct that has to do with the worlds/servers global assembler efficient multiplier being set to 3x
(it should be 10 EU per core)
the 1666.7 value was also affected by said multiplier (originally it was 10000)
Official Zealiux  [author] May 18, 2024 @ 3:14pm 
MAMPF(GER)

Just like the original mod you can find the config here
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads
MAMPF(GER) May 18, 2024 @ 1:18pm 
I wish edit this mod in the server config
Official Zealiux  [author] May 17, 2024 @ 7:16am 
@joe lasagna you are correct something has goofed. the centrifuge on my Dev world shows the same numbers....

I'm going to do some debugging. I might have to alter the blueprints (recipes)