Space Engineers

Space Engineers

Nuclear Weapons Expanded
65 kommentarer
cherie303 8. aug. kl. 10:32 
oh, whadda you know, it was just the mini nuke
cherie303 8. aug. kl. 10:30 
oh it might just be weaponcore being weaponcore
cherie303 8. aug. kl. 10:30 
oh i just discovered the rocket works!
cherie303 8. aug. kl. 10:28 
whenever i use a weapon, it just acts like the normal variant. Is there something i'm missing?
mrmoore2050 18. juli kl. 15:58 
I'm running into the same problem as Brandon469 and CPT. VOSILIY.
Nuclear Missile isn't craftable because Demon Core is a Component and Assembler will only accept ingots as input. Missile is trying to pull Demon Core, but Assembler won't accept it. I can put the demon core into assembler output, but that doesn't help. Fabricator should probably be refinery style making Demon Core ingots.

I run some mods like Isy's Inventory Manager, EEM, but nothing like Weapons Core.
Thinkin the real issue is Demon core classified as component instead of ingot.
Does crafting nuclear missiles in assembler work for other people?
Thanks for ability to adjust # demon cores. 16+ per warhead is like 10-20k uran ingot!
Sorry I wrote so much.

Guess I'll try the other blocks out. This mod is a great idea. Want the missile to work because its seems sweet. An even bigger level with prototech is a cool idea too... Tzar bomba, or MIRV a spread of 6-9 Thermonuclear Warheads. Mini-Supernovas...
mrmoore2050 18. juli kl. 15:57 
No wait, use Prototech parts to build an Elementary Particle Processor
Description: (Uses combinations of Subatomic Particles to create Antimatter)
Uses a bunch of power and is the size of an oxygen farm to create antimatter.
So Prototech parts are used to create the explosive, not blown up themselves.

AM is put into a 1x1x1 ACU - Anitmatter Containment Unit. 1k platinum, 1k Iron.
But the ACU needs to be cooled by a 1x1 CCU - Containment Cooling Unit made of a few complex vanilla components like grav comp and supederconductor.
Power need for CCU is ~75% what a large battery can give
if the CCU runs out of power... ACU goes critical after 10 seconds!
Someone doesn't read about CCU, they'll just build the ACU and self destruct!

Is 1,000 meter blast radius possible?! I want 800 meters to be too close to use!
A server with this mod could booby trap bases.
Think you are smart by cutting the power to turrets?
Well that also cut power to CCU, 10 seconds til a blast radius 1k!
Official Zealiux  [ophavsmand] 6. juli kl. 13:21 
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 6. juli kl. 12:39 
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  [ophavsmand] 23. mar. kl. 7:49 
@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)
The Kingfish 22. mar. kl. 19:32 
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) 30. jan. kl. 11:49 
Weapon Core pls
Official Zealiux  [ophavsmand] 10. jan. kl. 11:53 
I can double check. something might've gotten messed up...
CPT. VOSILIY 10. jan. kl. 11:04 
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 21. okt. 2024 kl. 12:32 
LVL 9999 boss that should be the right answer
Heft 13. okt. 2024 kl. 11:25 
@Official Zealiux It is not compatible with WeaponCore 2.5 mod, can you fix it ?
LVL 9999 OVERGEARED LAST BOSS 13. okt. 2024 kl. 6:53 
make a even stronger version with prototech and leave the old ones untouched
Official Zealiux  [ophavsmand] 11. okt. 2024 kl. 11:11 
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  [ophavsmand] 8. okt. 2024 kl. 19:46 
@Vexed yes of course
Hexavexed 7. okt. 2024 kl. 0:33 
Can this be used on a public server?
Official Zealiux  [ophavsmand] 6. okt. 2024 kl. 10:28 
hey @prokhorovspasskoe could you explain your issue further?
Also if you prefer my Discord and steam messages are open.
prokhorovspasskoe 5. okt. 2024 kl. 21:21 
Good afternoon. I can't figure out how to use this mod in any way. Can I have a step-by-step instruction?
maxdean02 14. sep. 2024 kl. 22:13 
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 14. sep. 2024 kl. 22:07 
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 1. sep. 2024 kl. 18:49 
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  [ophavsmand] 22. aug. 2024 kl. 10:59 
@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 22. aug. 2024 kl. 9:49 
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  [ophavsmand] 19. aug. 2024 kl. 16:24 
Yes, that’s kinda why I added the additional production stages…
SwordOfTheStars 19. aug. 2024 kl. 3:33 
Is this survival ready?
Official Zealiux  [ophavsmand] 15. juli 2024 kl. 7:51 
added this into the main branch of the mod. mod conflicts with IO's Fabricator should be fixed now
Space Ace 10. juli 2024 kl. 5:48 
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 29. juni 2024 kl. 4:00 
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  [ophavsmand] 26. juni 2024 kl. 20:20 
Any other Mods being Used? And how many warheads are being used?
Koraynos TR 26. juni 2024 kl. 7:06 
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 22. juni 2024 kl. 6:36 
finally I have the tools to make a Nuclear Missile Carrier. Strapping nukes to programmed suicide drones will be hilarious
Space Ace 21. juni 2024 kl. 8:00 
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 19. juni 2024 kl. 17:48 
news on making it work with Guided Vanilla Rockets (Vanilla+) ? :D
800813 17. juni 2024 kl. 14:24 
Certainly needs weaponcore adaptation.
This thing would be so cool to use in a server.
Drach'nyen 8. juni 2024 kl. 17:48 
weaponcore pls

also, is it possible to make voxel-erasing nukes with weaponcore? or will they only damage grids?
Official Zealiux  [ophavsmand] 6. juni 2024 kl. 15:00 
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 5. juni 2024 kl. 18:18 
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 5. juni 2024 kl. 18:13 
@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 5. juni 2024 kl. 12:30 
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 2. juni 2024 kl. 14:09 
Would love a WC version of this
Official Zealiux  [ophavsmand] 2. juni 2024 kl. 9:10 
@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  [ophavsmand] 2. juni 2024 kl. 9:05 
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 2. juni 2024 kl. 7:14 
way to make the missile launcher work with. https://steamproxy.com/sharedfiles/filedetails/?id=3155672714 for homing nucular rockets ? :D
titanius anglesmith 2. juni 2024 kl. 7:07 
will there be a WC and non WC one ? or even maybe a vanilla+ one ?
TAB 2. juni 2024 kl. 6:51 
Is this mod compatible with the mentioned Nuclear Weapons or do I need to remove it?
Official Zealiux  [ophavsmand] 31. maj 2024 kl. 1:24 
@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 26. maj 2024 kl. 14:56 
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.