Space Engineers

Space Engineers

Advanced Mining Charges
86 Comments
melelconquistador 17 Sep @ 10:06pm 
This mod is a 10/10 as I exlcaimed "holy moly!" durring my first detonation.
Dying Dark Star 17 Sep @ 5:43pm 
can you make a mod that would add the same functionality as Charge Detonator to antennas so we can detonate warheads in a similar way? or a maybe add warhead detonation to the Charge Detonator?
Pixy 14 Sep @ 1:34pm 
Why are the spall cells so expensive? They're over 10 times the cost of regular explosives in terms of magnesium powder. For a single spall charge mk1 you need 144 magnesium powder
Mastership 13 Sep @ 9:27am 
Just did, seems to be a mod thing, did it with nothing else in the world and it behaved just fine. I'm not running anything serious though, so I'm really curious what could have cause it. Smoother Voxels, Seismic Detection, Radio Spectrometry... Curious. All other mods we have don't affect voxels in any way shape or form, at least not intentionally.
ZedexPlayz  [author] 12 Sep @ 9:59pm 
@Mastership Thank you. The probable cause would be synchronisation issues. Since the mod spawns the chunks at once however it could be hardware limitations or something else completely. If possible, could you could run another instance of the server with just this mod loaded and test to see if the other clients persist with the same issue?
Mastership 12 Sep @ 12:05am 
Absolutely, been running this + a couple dozen other mods in a recent survival play through, playing off a dediserver.exe hosted on my machine. I connect to them the same way, just using the Spall Charges, mk 1 and 2, both upon detonation have (so far) a 80% crash rate for my peeps. I fell victim to it too *once*, I found so far that it doesn't boot me if I don't move, but it still grabs them every time. I can maybe get one of them to send me the log with I can forward to you?

During testing we used the core charges, did the same thing, but I personally assumed it was due to the size of the blast, and the sheer quantities of items left over.
ZedexPlayz  [author] 10 Sep @ 10:32am 
@Mastership I've had no issues with the mod on my behalf since the release of Apex. If you could provide additional information such as how many charges you are detonating at once or if you are running other mods etc!
Mastership 9 Sep @ 11:33pm 
Is there any way to ensure people don't crash when I detonate a charge? I crashed at first, and now its solved but my homies crash when a charge goes off.
The_Forge_Master 31 Aug @ 2:43pm 
Do y'all use mods to pick up the floating items? Or do you have a catcher ready? What about on planets?
Blackbeard 10 Aug @ 3:56pm 
It works fine for me and it is awesome!
ZedexPlayz  [author] 5 Aug @ 12:36pm 
@Joeltom1 I've just checked out the mod on dedicated and it seems to be working as intended. Are the charges invisible or is nothing showing up entirely including components?
Joeltom1 5 Aug @ 11:57am 
All Parts of the mod are fully invisible on my dedicated server
MaskeradeDarkstar 16 Jul @ 11:12am 
Reminds me on Deep Rock Galactic, the Driller..."EXPLOSIVES PLACED!"
CHCC-BD02-WILLIE 12 Jul @ 7:58am 
lol these charges are insane love it
Grebanton1234 6 Jul @ 2:07pm 
*iron gives... (I have no idea where that word went)
Grebanton1234 6 Jul @ 2:07pm 
@GigaCars

I read about the config in the description, what I want to know is the yield rate per ore since gives you way more per volume than uranium does
GigaCars 6 Jul @ 2:02pm 
manually determined

there is a config file to edit the yield if you wish to do so
Grebanton1234 6 Jul @ 2:01pm 
Also it interests me to know how the mod determines yield rate. It seems uranium has about half the yield than iron does, while when drilling uranium it only has a tenth of the yield of iron. Are the yields determined manually for each ore or does the mod read it out from the ores file?
GigaCars 6 Jul @ 1:55pm 
it was made that so people don't abuse them for combat

plus is used for lore reasons(they are actually powerful seismic charges)
Grebanton1234 6 Jul @ 1:30pm 
Hey there, since these blocks are based of warheads would it be possible for them to damage grids? I saw that they do 1 damage and I feel like if they can crater an asteroid they should also damage grids of miners using, what seems like, a very dangerous tool recklessly
Jack-O-Lantern 5 Jul @ 12:58pm 
This could go really well with the chutes mod
Green_ya 4 Jul @ 2:00pm 
More components for god of components =)
Just because its added 4 new comps its 8/10.
All other - the best =)
ZedexPlayz  [author] 4 Jul @ 10:17am 
@Vas Thanks for the Question! I drastically increased the values to offer competition against the drill. That is half the answer as the other half was also because i wanted a lot of ore lol. That said, the values are now fully configurable for anyone who want more or reduced yields!
Vas 4 Jul @ 10:08am 
So why are the values intentionally drastically increased? Just curious.
KEJWII 1 Jul @ 10:34am 
interesting
ZedexPlayz  [author] 24 Jun @ 9:43am 
@Mastership Thank you! I've only published two mods for space engineers entirely. They should public.
ZedexPlayz  [author] 24 Jun @ 9:36am 
@illuniverse Not for this mod. I do like the idea of EMPs, though it’s something I might add to my “drawing board” as a concept that could apply to all blocks. That said, I’m currently focused on another mod project. Thank you for the suggestion tip though!
Mastership 24 Jun @ 1:47am 
A request, such fine work, I'd like to look at your other posted mod, but your account is private. All fair, and all, but if I could both you to make a compilation of your mods and post it so I can steadily see the collection grow? I watch your profile with great interest.
illuniverse 23 Jun @ 10:46pm 
Are you considering an EMP option ?
GigaCars 22 Jun @ 11:47am 
this mod is compatible with WeaponCore and shouldn't cause issues as someone who uses WC confirmed this works

you may need to run this in incompatible mode though
reaperx1911 22 Jun @ 11:46am 
does it work in weaponcore servers? as warheads tend to be removed in those kinds of servers
CaveDweller 22 Jun @ 9:33am 
*giggles maniacally* rock go boom! =D
ZedexPlayz  [author] 21 Jun @ 5:24pm 
@Quarry Master Bessie Yes, It should in a way cancel each other out in terms of balance.
GigaCars 21 Jun @ 5:15pm 
the difference is likely assemble times

and the assembler you can make it from
Quarry Master Bessie 21 Jun @ 5:14pm 
So to be clear, the Spall cells cost 8 magnesium rather than the 5 that the seismic blades cost due to the seismic blades using other, more expensive materials and the Spall charges use 8 and 14 cells compared to the 3 and 6 seismic blades of the Lance charges for the same reason?
ZedexPlayz  [author] 21 Jun @ 5:08pm 
@Quarry Master Bessie Spall Charges are cheap, early-game explosives made with Spall Cells and early-game vanilla components with the only intensive resource being magnesium. Lance Charges are not made with magnesium directly as the spall charges but instead use the same components as Core Charges that being (seismic blades and subsurface probes) but at higher cost due to their significantly greater yield. I Hope this answers your question!
Quarry Master Bessie 21 Jun @ 4:51pm 
That was an impressively fast response and update, thank you! Question: Is it intentional that the Spall Charges cost about half again as much Magnesium as the Lance Charges? If so, why? It seems odd to me, but I might be missing something obvious.
Coffee Elemental 21 Jun @ 11:08am 
Fantastic, and thanks for the mod
ZedexPlayz  [author] 21 Jun @ 10:59am 
@Acherion Glad to hear its been resolved!
ZedexPlayz  [author] 21 Jun @ 10:59am 
@Demon117 & @Alex Bitomsky, Thank you!
Valdar 21 Jun @ 8:06am 
@ZedexPlayz I fixed it, the ore now started appearing on planets
Alex Bitomsky 21 Jun @ 6:32am 
I have to say that it is a fantastic mod. Also now that there are the small bombs. like the sound :steamhappy:10/10
Meta Bluejay 21 Jun @ 3:01am 
All I got to say is... Tick Tick, Boom!
ZedexPlayz  [author] 20 Jun @ 4:28pm 
@Acherion I’ve just tested the charges with weaponcore and they’re functioning as expected. Was this a one time issue, or is it consistently happening in your save? If it was a one off, could you try placing the charge in a different location where ore is visible and see if it persists? If the problem continues, I recommend creating a new world with the same mod setup and running a quick test to help narrow it down.
GigaCars 20 Jun @ 4:24pm 
weaponcore is generally aggressive to other mods and is likely causing the issue your having
Valdar 20 Jun @ 4:19pm 
I am using weaponcore, and I have not edited any config file
ZedexPlayz  [author] 20 Jun @ 4:11pm 
@Acherion Thank you reporting it. I'm currently playing with the mod and the core charges are working for me as they should. If you could provide me additional information (i.e., if your playing with other mods, edited the config etc)
Valdar 20 Jun @ 4:02pm 
For some reason when I use a core charge, the game only has stone and nothing else, even when exploding ores
ZedexPlayz  [author] 20 Jun @ 11:49am 
@Coffee Elemental Thank you lmao! You can configure the yields to your liking now, if it is too much ore or too less.
ZedexPlayz  [author] 20 Jun @ 11:47am 
@Draco did nothing wrong. Thank you! If I move forward with developing more collectors, I'll definitely look into implementing a gravity-based collector.