Space Engineers

Space Engineers

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Nuclear Weapons Expanded
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Type: Mod
Mod category: Block, Script, Modpack, Production, Other
Content Descriptors: General Mature Content
File Size
Posted
Updated
26.190 MB
28 Mar, 2024 @ 4:42am
15 Jul, 2024 @ 7:49am
6 Change Notes ( view )

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Nuclear Weapons Expanded

Description
This is en expansion upon the original Nuclear Weapons mod by Echthros
If you like the additional features this mod added I would appreciate your support

This Mod adds Additional Production stages to Complicate the process of acquiring nuclear weapons


The mod adds 2 custom production blocks, both are required to craft the items needed to get the demon core.
- The Centrifuge
- The Fabricator


This mod adds 3 additional custom components that are used in the different crafting stages.
- Containment Barrel
- Enriched Uranium
- Demon Core


- Mini-Nuke [SG] (default blast radius: 35m)
- Nuclear Warhead [SG/LG] (default blast radius: 100m)
- Thermonuclear Warhead [LG] (default blast radius: 300m)


*Warning arcs in gravity by default*
- Nuclear Missile [SG/LG] (default blast radius: 100m)
- Range: 15km Velocity: 300m/s


- Rework the original Client/Server side config to allow players to adjust Crafting time/recipe.
- Add Custom Model for the Demon Cores.
- Work on WC integration for Missile Launchers


The Configuaration file path for game worlds can be found below
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads


Echthros - Nuclear Weapons and Bigger Explosions mods
Qarania - Models for the Centrifuge, Containment Barrel and Enriched Uranium
Sacromn - Model for the Fabricator

For any questions, Issues or Bug reports you can contact me through the comments section.
Or I can be found on Discord. My Username there is official_zealiux.
Lastly as this mod itself is an authorized rework. This mod my not be re-uploaded without the explicit permission of both Echthros and Official Zealiux
65 Comments
cherie303 8 Aug @ 10:32am 
oh, whadda you know, it was just the mini nuke
cherie303 8 Aug @ 10:30am 
oh it might just be weaponcore being weaponcore
cherie303 8 Aug @ 10:30am 
oh i just discovered the rocket works!
cherie303 8 Aug @ 10:28am 
whenever i use a weapon, it just acts like the normal variant. Is there something i'm missing?
mrmoore2050 18 Jul @ 3:58pm 
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 Jul @ 3:57pm 
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  [author] 6 Jul @ 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 6 Jul @ 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] 23 Mar @ 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?