Space Engineers

Space Engineers

Terminal Block Explosions
37 Comments
lord.riker Apr 11 @ 4:24am 
Hey, do you mind if I upload a modified version of this mod?
Farro Sep 17, 2020 @ 6:45pm 
@Squidtank my cfg file doesn't even have that many lines in it lol
Suddenly, Melons Aug 14, 2020 @ 9:31pm 
@Squidtank where is the location of the file that needs to be modified? is it the .cfg mentioned in the description?
Squidtank Aug 10, 2020 @ 12:35pm 
@Ferrin It's line 166, put in a few lines for reference:
Vector3D myPos = grid.GridIntegerToWorld(slimBlock.Position);
BoundingSphereD sphere = new BoundingSphereD(myPos, maxRange);
MyExplosionInfo bomb = new MyExplosionInfo(maxDamage, maxDamage, sphere, MyExplosionTypeEnum.BOMB_EXPLOSION, myTB!=null, true);
bomb.CreateParticleEffect = false;
MyExplosions.AddExplosion(ref bomb, true);

Sorry for late reply, i think the comma you put after my name stopped it from pinging me.
Ferrin Jul 16, 2020 @ 4:18pm 
@squidtank, where did you add that to the script?
Squidtank May 24, 2020 @ 8:26am 
I was able to suppress the effect by adding bomb.CreateParticleEffect = false; to the script which I saw the Shrapnel script had and things blow up plenty good still but without the weird lines. Thanks for making this script, makes combat go from making ships fall apart to making them go kaboom.
Squidtank May 24, 2020 @ 7:02am 
This mod does still work and I think it makes combat a lot better. There is a particle problem where its showing some colored lines instead of explosions when you are shooting blocks. If anyone knows how to tweak the script to fix that it would be appreciated!
troubled_offspring Apr 14, 2019 @ 10:33am 
Does this mod still work??
RavenousViper Sep 25, 2018 @ 1:28pm 
is this compatible with latest version of the game?
Spartan-118 Aug 18, 2018 @ 10:28pm 
oh ♥♥♥♥ this just got added to my server
Dragon Feb 3, 2018 @ 12:02pm 
this mod is awesome, just what i was looking for to spice up combat. great work!
Furykuiku'l Aug 17, 2017 @ 4:47am 
does this work along side the jumpdrive explosion
woostyboy Jun 22, 2017 @ 3:00am 
Can someone post a video of this please, not able to play the game for a few days now... Thanks :)
NixFaux Apr 20, 2017 @ 8:32am 
If you wish to talk more about SE you can find me on http://aminoapps.com/c/space-engineers-amino/ @ Aracione
jonn19  [author] Apr 20, 2017 @ 4:11am 
Ah yes, that would of course be possible. But generally it's only some damage.
NixFaux Apr 20, 2017 @ 1:04am 
if the blocks were already damage then could it be possible also thnx for the reply... :steamhappy:
jonn19  [author] Apr 19, 2017 @ 10:38pm 
Hi TOFUSQUARE - you should only get chain reactions if you jack the damage values way up. Defaults will damage neighbouring blocks but not start anything thermonuclear.
NixFaux Apr 19, 2017 @ 6:30pm 
sounds cool but if i understand this right it can start chain reactions right?
jonn19  [author] Apr 8, 2017 @ 7:25pm 
Hi again V4D4RS. You can disable damage for any block types in the config file, as well as adjust the explosion size. If you only want gas tanks to explode, not other block types, just edit config.cfg and put 0 in for every other type. You can also increase the explosion damage for hydrogen tanks, and decrease for oxygen.
Realistically I think hydrogen will only explode in the presence of oxygen, so in SE oxygen generators (which presumably contain both elements) are more likely to go pop than straight H tanks. But tweak away with the config file, you can tailor it anyway you like.
V4D4RS F1ST Apr 4, 2017 @ 10:08pm 
It actually is alot like i wanted. I had hoped that gas tanks would vent or explode if they took direct fire. For hydrogen it would be extremely explosive while oxygen just vents it's volume of gas. Thoughts?
jonn19  [author] Apr 4, 2017 @ 1:02am 
Thanks LocInt and Son o'Petrified, glad you enjoy it. V4D4RS I was actually inspired by the Grid Integrity mod; it doesn't seem to work on servers so I thought I would mess with doing something myself. Hope it is in line with what you wanted - the ability to tailor the explosion sizes gives it a lot of flexibility, I think.
V4D4RS F1ST Apr 3, 2017 @ 9:11pm 
I remember discussing this idea a long time ago. Did you come across my discussion by any chance? Regardless great work, i had tried to do it myself but never got around to doing it because i have no time and am still new to modding.
JCapt Apr 2, 2017 @ 4:53pm 
Good mod. If I were to use a mod on a server, this would be it. I love the realism. :)
LocInt Apr 1, 2017 @ 11:02am 
I love this mod. Thanks for making it possible!
jonn19  [author] Mar 31, 2017 @ 4:40pm 
UPDATE: I fixed the config.cfg file location and the XML tags within. You'll need to update the new cfg file if you have changed the old one... sorry about the inconvenience.
jonn19  [author] Mar 31, 2017 @ 6:29am 
Yeah thanks @Forgi, that is indeed the case; they're pretty passive unless armed.

Anyway @Aquila, instead of making a gas-tanks-only version, I figured it was time I learned how to get a mod working with a config file, so you can just zero out damage for all the items you don't want to explode, and tailor the remaining explosions exactly how you want 'em. Add me on Steam if you have any issues with it working, it seems to be fine both SP and DS for me.
Forgi LaGeord Mar 31, 2017 @ 12:06am 
@Aquila lovis They recently changed warheads, you have to arm them in the terminal, otherwise they can't be exploded with the butto nor regualr damage. I'm personally not a fan of the change, but it is what it is.
aquilaiovis Mar 30, 2017 @ 1:36pm 
@jonn19 Friendly greetings. It's me yet again with an interesting observation this time.

I'm not sure why this is the case currently, but warheads do not explode in my install when I hit them with any projectile or other object. I haven't used warhead for a long time, as I have had better experiences with stone chunks stuffed into cargo containers, but if this is actually the case, I do not have any idea why and if this is not a bug, warhead explosions should be added changed in your modification for the sake of realism if you ask me.

If this wasn't intended and gets patched, I'll simply delete this comment, so others won't get confused and other comments won't be shoved even further down unnecessarily.
aquilaiovis Mar 30, 2017 @ 7:45am 
@jonn19 I would really appreciate if you could assemble such a version making hydrogen and oxygen explodable and believe there also must be others that find your idea great, but would like to keep it on a realistic level.

I am very thankful for your quick responses and probably speak for all of your followers, when I say that you are creating rather interesting modifications and accept critisism in a particularly constructive way.
jonn19  [author] Mar 30, 2017 @ 12:21am 
@Aquila yes totally agree - in terms of strict survival realism electric items such as ion engines would just give up the ghost quietly. I feel the slight escapism that the game brings me is enhanced with mods like energy shields, vanilla leaps of faith like jump drives, and slightly explody objects :) If it'd add to your enjoyment I can easily make a version that just blows gas tanks (and by extension, oxygen generators?) Let me know.
Thanks @Dvc_Gamer and @d_valroth, may you benefit from sensible build placement!
@mcales the victim in the picture is the amazing Hammerhead Corvette http://steamcommunity.com/sharedfiles/filedetails/?id=890024928 that's all over the highlighted mods list at the moment. It's being beaten up badly by a small version of an MC80 http://steamcommunity.com/sharedfiles/filedetails/?id=606561194 which I've retrofitted with some weapons from Razortron's Star Wars Weapons mod http://steamcommunity.com/sharedfiles/filedetails/?id=598138548 .
Stellaris Mar 29, 2017 @ 3:19pm 
Do you have links to the ships in the screenshots?
d_valroth Mar 29, 2017 @ 3:12pm 
Nice. Engineering required!
aquilaiovis Mar 29, 2017 @ 9:12am 
This modification is a rather well done addition for large ship battles between players.

For realistic survival I still prefer the native way of things, as they would not actually start any exothermic reaction by being penetrated or blown up (oxygen tanks and maybe even batteries would aid warheads or rocket explosions, for example, obviously, but you get the point).

The only thing that really bothers me in the default version though, is that hydrogen tanks do not explode on destruction, which this modification implements.
diaavil Mar 29, 2017 @ 8:57am 
This looks amazing, it will definetly force me to make more protected ships :P
jonn19  [author] Mar 28, 2017 @ 6:48pm 
@dRuPpl no reason it shouldn't, looking at the code. That said I just tested Exploding Jump Drives both with and without this mod, and the only effect I could get was my explosion, so an update has probably deprecated the EJD mod (annoying, happens regularly.)
My code is actually very simple, just asks the engine to add scaled bomb explosions right as a block sustains critical damage. I hope the EJD mod comes back 'cos it certainly looks cool! I hadn't seen it before. <edit - typo :) >
dRuPpI Mar 28, 2017 @ 6:16pm 
nice... but will this conflict with "critical jumpdrive explosion" mod ?