Space Engineers

Space Engineers

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Critical Reactor Explosions
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Type: Mod
Mod category: Other
File Size
Posted
Updated
249.359 KB
May 17, 2019 @ 1:05am
Jan 6, 2021 @ 5:48am
7 Change Notes ( view )

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Critical Reactor Explosions

Description
IMPORTANT
If you have any issue with the mod, where it is not functioning, or has a mod load error please do the following:

  • Close Space Engineers.
  • Unsubscribe from the mod, wait a few minutes, and then resubscribe to the mod.
  • Restart Space Engineers.
  • Start your world with the mod in the list.

Critical Reactor Explosions
This mod adds scaling explosions to reactors. (Not just vanilla reactors, all reactors)

The explosion scales based on the current power output of the reactor and the amount of uranium stored in the reactor.

Reactors do not just explode from being damaged though, a set of requirements need be fulfilled:
  • Reactor is on.
  • Reactor is functional.
  • Reactor takes instantaneous damage greater than a threshold between 1%-9% of its full integrity based on the current load.
  • Damage is not from a grinder.

The idea is that a reactor that is not on will have anti-meltdown measures in place, a reactor that takes damage over time has the opportunity to automatically engage its safety measures, and a reactor that is not functional will not meltdown.
Pushing a reactor to its max though may make it more susceptible to catastrophic failure.

Troubleshooting
If you experience a crash, or cannot initialize reactor explosions, please provide me with a description of what you are doing, and a world file so that I can replicate the issue.
If you do not provide a world file and a description, I will not assist you!
You can provide the world by opening the load save screen, then clicking the world you wish to share, and then clicking publish.

Maths
Co = Current Output: Mw Mo = Max Output: Mw WIS = World Inventory Size F = Fuel: Kg D = Explosion Damage R = Explosion Radius T = Damage Threshold: % D = Co*500 + (F*50/WIS) R = D / 2000 T = (1 - (Co / Mo)) * 9 + 1;

Additional Information
Damage/Radius based on fuel is divided by the world inventory size. This means 1000Kg of refined uranium in a 10x inventory world will have 1/10 the size/damage explosion as 1000Kg in a 1x inventory size world. This may end up being a mix of refinery ratio and inv size in the future for balance reasons.

Colliding with a reactor, or colliding a reactor into something will not usually set off the explosion. This is because SE would rather 100 damage applications to a single block in a tick than do one big one. Instead I suggest setting up a warhead next to the reactor and detonating the warhead.

There is a cap to how much damage a single reactor will do though. This is because SE has crashed on my rig at anything higher than the cap.

Credits:
People
Mods used in media
Builds used in media
Full disclosure: I did not ask permission before using above mods/builds while recording. In the event these creators do not want there content featured in high octane blue explosion pictures/videos for this modification, I will replace them.
Popular Discussions View All (1)
0
Jan 12, 2021 @ 12:29am
Bug Reports / Trouble shooting
Dondelium
178 Comments
KilledJoy Feb 1 @ 7:58pm 
Does this one work still
Captain Canard Nov 14, 2024 @ 2:52pm 
So this still works after contact update?
matthewvogt Oct 7, 2024 @ 5:57pm 
Christmas, i pointed a turret towars my reactor and called selfdestruct shooting it lol
titanius anglesmith Apr 30, 2024 @ 5:32pm 
so the more powerful the reactor the bigger boom huh :o
Christmas Oct 22, 2023 @ 2:00pm 
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 @ 7:49am 
??????
Dreus Oct 7, 2023 @ 7:18am 
dead?
AkiraSato_ Mar 31, 2023 @ 10:56pm 
Is there a way to make the explosion stronger ((via files i need to know pls))
Khazul Mar 23, 2023 @ 7:11am 
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 @ 11:39pm 
but uhh
is this updated or not