Space Engineers

Space Engineers

Shrapnel Damage UPDATED
139 Comments
Sensational Being 20 Jul, 2022 @ 8:32am 
I believe this mod was causing my character to be killed from within the cockpit even though I could check the cockpit after and it wasn't showing damage.

So it's not as though the cockpit was damaged into kicking my character out and then was killed.

This is a very interesting mod, but that behavior does present a problem.
ExCaedibus 15 May, 2022 @ 8:49am 
Thank you Jonn! I have asked in the WC Discord and the answer was, it will probably not work with Weapon Core: "is working off the damage potential of the ammo, wc has its own ammo system".
jonn19  [author] 14 May, 2022 @ 5:30pm 
Hi Effo, yes it's a standard mod. Just messes with the damage system. I have no idea if it works with WeaponCore, however.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
ExCaedibus 16 Mar, 2022 @ 3:41pm 
Do I add this to a normal hosted server like any other mod, just by adding it into the two sandbox sbc files? Thank you for clarification.
Macilcuru 13 Mar, 2022 @ 6:51pm 
I don't suppose we know if the Warfare 2 armor adjustments are compatible with this? I've not had any crashes yet, but I don't know what impact they might have on one another.
G3Nuke 8 Apr, 2021 @ 10:29pm 
I actually removed the other mod, your mod is actually working great/fantastically, while the reactor explosions/tank explosions were causing a chain reaction with the shrapnel. Basically >shrapnel hits tank, tank explodes, shrapnel hits another tank, tank explodes. It's a big explosive loop that I was in.

I decided on keeping shrapnel damage because it feels the best out of all of them though.
jonn19  [author] 8 Apr, 2021 @ 12:15am 
Thanks Nuke. I don't know the internals of the other mod but there is a chance that they're trying to do the same thing, or there's some looping. I will try a small tweak, let me know if you feel there's a change for better or worse?
G3Nuke 7 Apr, 2021 @ 1:52pm 
I'm having the same issue, except massive performance drops in small ship fighter combat. I'm also using critical reactors and tank explosions, but when I removed shrapnel the performance issues looked solved. I think maybe combined with a shrapnel mod it's too much? Can chain reactions happen with your mod? I'm thinking that's what's happening.
jonn19  [author] 27 Feb, 2021 @ 11:46pm 
Thanks Gray. I will check that out... doesn't replace as such, they should coexist. Making that other one unearthed what I saw as a need to use the excess damage for something, especially with modded weapons.
Gray 27 Feb, 2021 @ 5:58pm 
@jonn19 Has this replaced your Terminal Block Explosions? You have unanswered questions on that mod page
Maz Hatter 23 Feb, 2021 @ 1:29pm 
Sure thing! And yeah without this mod, MAC damage is just like a 5m wide hole in the ship, which doesn't do as much as one would think lol. And yeah, i understand the difficulties of weapon balancing and rebalancing. It's almost like rocket science. You gotta find that sweet spot lol
jonn19  [author] 23 Feb, 2021 @ 2:41am 
Thanks Maz. The tricky bit is how the engine deals damage - it can do dozens or hundreds of 1 point Deformation damage calls from just one shot impact. I just limited the max radius of the explosion my mod does so really really high damage weapons should literally excise a 30m-wide hole. I use a rebalanced star wars weapons mod with the highest damage gun doing I think 15k so didn't see the really big hits. I bet without this mod, shooting a small grid with your mega gun was somewhat disappointing haha.
Maz Hatter 22 Feb, 2021 @ 1:22pm 
I should also add that the performance drops are extremely minor. If i shot a +52k PCU ship with a high damage weapon, i would expect half a second of fps drop or anything like that. I think you hit a sweet spot with this fix :)
Maz Hatter 22 Feb, 2021 @ 1:17pm 
@jonn19, The performance issues are far more manageable now. Just some minor fps drops upon impact, but with the weapon i'm using i would expect that anyway. Additionally, the issue i encountered where all connected armor blocks would be destroyed on impact has also been fixed. The weapon in question is a Mark IX MAC cannon from the UNSC Ship Weapons modpack (link provided). I'm not sure exactly how much damage it does, which i know isn't very helpful to you and i'm sorry about that.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2286546132&searchtext=UNSC
jonn19  [author] 22 Feb, 2021 @ 3:42am 
Hi Maz. I've made a tweak to rein it in a little, Give it another crack for me and let me know? Incidentally how high-damage is that weapon?
Maz Hatter 21 Feb, 2021 @ 3:00pm 
@jonn19, Hey man, i think the most recent update might be causing some crashes and performance issues. I shot a medium-sized ship with a high-damage weapon, and, after some serious performance issues, every armor block connected to the point of impact was destroyed, leaving a ship with no armor on it whatsoever. So, i spawned in a ship i know can take a punch (also medium-sized) and shot it with the same weapon. Game crashed after a three second freeze. Removed your mod from the world, tried again, on the same ship and it took three rounds like a champ. Just something i thought i'd bring to your attention since this mod is amazing and i've used it for years :)
Squidtank 20 Feb, 2021 @ 5:53am 
@jonn19 That sounds awesome, thank you so much for doing that, I will have to give this a whirl soon! Slightly distracted by some viking stuff at the moment... but always back to Space Engineers!
V L A X 18 Feb, 2021 @ 7:04pm 
holy shit an update
jonn19  [author] 18 Feb, 2021 @ 4:40am 
Heya @Squidtank, Finally got around to checking out what I could do about the magic deformation damage and found I can just zero the deformation to terminal blocks caused by adjacent armour blocks, and leave the rest (collisions etc) in. Took some tweaking and I ended up adjusting armour damage (down) and terminal block damage (up) because block integrity values caused armour to melt away leaving weird skeletons. But thanks to your info I think this mod now gives a much better feel to how damage works. Plus the odd random visual explosion effects from an overkill block, just for fun.
Squidtank 15 Aug, 2020 @ 4:48am 
Yeah, I spent a lot of time messing around with deformation and trying to make blocks feel more like armor. Probably will have to re-balance it a bit more after this fix, since I was trying to compensate for this problem with block health and damage reduction multipliers as well. Why did keen just put 50% reduction on the square heavy block and nothing else? We'll never know! Anyway, I added a video to the post to more clearly show what I meant. I decided to just manually edit a ton of files and the results are great so far.
jonn19  [author] 14 Aug, 2020 @ 11:07pm 
Oh I see, squid. I hadn't paid enough attention to be honest, makes sense. There are an awful lot of non-armour blocks! but I might incorporate that at some point. Deformation is handled very weirdly tbh.
Squidtank 14 Aug, 2020 @ 10:31am 
Yeah, I just copied the flags from the wheel.sbc file and changed it from false to true.
<DeformationRatio>0.4</DeformationRatio>
<UsesDeformation>true</UsesDeformation>
The blocks don't actually deform, but I guess if its flagged that way it changes how it reacts. Found an older post from 2016 where someone had figured it out as well and referenced it in a post where i basically yammered on about the same thing:
https://forum.keenswh.com/threads/solution-for-armor-deformation-destroying-attached-non-armor-blocks.7404276/
jonn19  [author] 14 Aug, 2020 @ 5:36am 
Thanks squid :) you're too kind. I haven't messed with deformation really, you added deformation in the thruster block sbc?
Squidtank 10 Aug, 2020 @ 1:21pm 
@jonn19 This, terminal block explosions, jump drive explosions, and ammo explosions are the things I can't live without. Thanks for the ones you made! So I found a way to stop armor block deformation from "popping" connected non-armor blocks. and since you make all the best stuff or maybe tried this before I was wondering what your thoughts were? I added deformation flags to thrusters as a test, they obviously don't deform, but they are no longer affected by connected armor blocks either. I assume you know what I am talking about since you have a zillion hours played or i can ramble more!
sammie_boy 12 Jun, 2020 @ 11:17am 
I adore this mod, really makes combat so much more satisfiying
V4D4RS F1ST 25 Mar, 2020 @ 8:20pm 
Still one of my favs of all time. It really makes big 1 shot cannons satisfying.
jonn19  [author] 25 Mar, 2020 @ 2:29am 
Thanks :) Nice to have one that doesn't break every update haha.
V L A X 24 Mar, 2020 @ 8:33pm 
Fantastic working mod
Starry 13 Jul, 2019 @ 10:44am 
n i c e
V4D4RS F1ST 13 Jul, 2019 @ 2:59am 
I love flying by in a tiny grid ship that is 90% gun and leaving behind a hole so huge i can park in it! Seriously though this mod makes thick armor a must for warships because big guns rend thin framed ships easily. Small grids melt either way (as was intended by the great and powerful physics of the universe) and big ships with thin plating will be punched through with relative ease as well.

thick armor is a must with this mod.
jonn19  [author] 30 Jun, 2019 @ 8:42pm 
Falchion-gpx you flatter me, I just wanted bigger booms haha!! Yes there was some vague justification behind how I designed it. I still love doing a run in a shielded small grid ship vs a capital ship with energy weapons, and then seeing my grid melt from a single heavy shot.
falchion-gpx 30 Jun, 2019 @ 10:45am 
Interesting implementation of the concept that energy can neither be created, nor destroyed, but can change form.
jonn19  [author] 23 May, 2019 @ 3:39pm 
Yup that is indeed the case, and in fact why I built this mod in the first place. Beyond a fairly low threshhold modifying weapon damage values didn't really do much within the vanilla code. This is not made with any controls or balancing limits: probably should be seen more as a framework allowing those higher damage values to have an effect, then it's up to the weapons modder to determine balance.
V4D4RS F1ST 12 May, 2019 @ 8:53pm 
I noted back in the day that this mod combined with some modded weapons can result in them being very punishing. I remember at one point I was using this mod with a weapon mod that added fixed small ship 122mm howitzers and that little fighter could punch holes in larger vessels like it was nothing (would still lose a fight though. The guns were fragile and the ship itself was a toothpick) so if you was quick or hit the right spots small ships could pose a significant threat to larger ships. Much bigger threat than before too!
jonn19  [author] 14 Apr, 2019 @ 10:49pm 
Thanks Leaky. Yeah unsure how we can fix this little issue as modders; I think the game used to check it had the current mod version and download the whole thing if not, and now it just tries to get any updated components of the mod which makes sense but does glitch sometimes.
Appreciate you posting the comment as the unsub/resub fix might help others.
Leaky 14 Apr, 2019 @ 1:04pm 
I had the same symptoms as Zparadis, tracked it down, steam wasn't downloading the mod to the mod folder storage area, had to unsubscribe and resubscribe to fix it. (if his is the exact same issue as mine)
jonn19  [author] 4 Apr, 2019 @ 11:21pm 
Hi matthew. I don't have a video but the code is still fine with the current version and the little RGB indicators that appeared with one update went away with the next one. It doesn't look radically different anyway, but as an example, if you hit a small grid with something doing 50k damage it will basically vaporise, whereas in vanilla a 1k projectile and a 50k projectile do the same thing, just destroy the hit block and deform the surrounding ones.
matthewvogt 4 Apr, 2019 @ 9:24am 
Does anyone have a video of this in the past year? I looked online but they are all running the older version of SE
jonn19  [author] 22 Mar, 2019 @ 4:17pm 
Thanks Zparadis. I'll look into this over the weekend, although at first glance it reminds me of a workshop mod loading issue I had with various mods on my server which I resolved by deleting all the mod folders and redownloading.
James Fire 20 Mar, 2019 @ 7:05pm 
Here's your critical error.

2019-03-20 20:04:07.908 - Thread: 1 -> MOD_CRITICAL_ERROR: Shrapnel Damage
2019-03-20 20:04:07.908 - Thread: 1 -> in file:
2019-03-20 20:04:07.908 - Thread: 1 -> MOD PARTIALLY SKIPPED, LOADED ONLY 6/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
Sandbox.Game
at Sandbox.Definitions.MyDefinitionManager.LoadDefinitions(List`1 contexts, List`1 definitionSets, Boolean failOnDebug, Boolean isPreload)
James Fire 26 Jan, 2019 @ 9:30pm 
I have a critical error in using this mod. I can't get the logs right now, as my motherboard is failing.
jonn19  [author] 26 Jan, 2019 @ 7:42pm 
And thanks for the messages of support. Modding is very much a hobby, I don't work in the industry at all and so neither coding nor modelling are really my core skills!
jonn19  [author] 26 Jan, 2019 @ 7:40pm 
Hi guys. Back to SE after a pretty long break; game engine development seems to be breaking less stuff now (yay - sorry Keen!) so I might even hang around and update a few mods.

This one seems to actually be OK, or rather it works perfectly for projectile weapons; rockets/missiles do explosion damage which really doesn't need any tweaking. . It is a very lightweight piece of code so I'm planning to leave it as is. The one change I may add is to make projectiles do damage to voxels, but I need to find a lightweight mechanic around that. Anything complicated wouldn't be a good idea as it runs every single time there's damage to anything.

My current game build doesn't have the little XYZ markers (I have seen them in previous versions) so I think it's fine and can be considered updated. Obviously keep me posted if you see anything weird or there are crashes, but there shouldn't be.
James Fire 11 Jan, 2019 @ 5:38am 
How's your performance on later versions now?
Taehl 31 Dec, 2018 @ 9:48am 
This mod sounds awesome! Any chance it'll be remade for the modern version of the game?
home invasion turbo 13 Sep, 2018 @ 11:01pm 
Hey, maybe put your disclaimer in the top of the workshop post, to keep players aware that this could cause instabilities etc. Otherwise, GREAT concept. This is something I've been looking for for a while. upboated even if i dont play 1.180.600
SK 9 Aug, 2018 @ 3:17am 
If it is a three small red green blue lines (idk how to exaplin this), it may be the marker of the origin coordinate (x = 0; y = 0; z = 0) of Oxyz coordinate system. It may be used to mark where the sharpnel (explosion) spawn.

To the author: May I ask about how sharpnel damage is calculated? There is currently a piercing-projectile railgun mod, in which the overkill damage continues to travel with the projectle to impact and damage the next block, and so on until there is no overkill damage left. I don't know if two mods' overkill damage calculation will interfere with each other.
its bug time. 16 Apr, 2018 @ 6:16pm 
I noticed that too.
wheeeza 28 Feb, 2018 @ 3:12pm 
btw when a block is destroyed it shows a little red blue and green grid