Space Engineers

Space Engineers

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Advanced Mining Charges
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Type: Mod
Mod category: Block, Script, Modpack
File Size
Posted
Updated
126.549 MB
15 Jun @ 12:25pm
20 Jun @ 11:35am
4 Change Notes ( view )

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Advanced Mining Charges

Description

The Advanced Mining Charges (AMC) is my second mod published to the steam workshop. I developed this mod to provide a destructive means of mining for my personal survival worlds that spawns ore where the voxel is destroyed.

HOW IT WORKS
This mod works by spawning ore where voxel material has been destroyed. Each vanilla ore is assigned a predefined yield multiplier. When detonated, each warhead attempts to spawn ores in quantities roughly proportional to what a drill would extract, however, the yield is intentionally drastically increased.

HOW TO USE
  1. Ensure the charge is embedded within the voxel before construction (as long as the bounding box is embedded).
  2. Set and trigger the countdown either manually or via the Charge Detonator.
  3. Enjoy the "fireworks"!

Be cautious as ores can spawn at high velocity.

HOW TO CONFIGURE
  1. Load the mod into your world, load the world then exit and reload.
  2. Navigate to your save directory: "%AppData%\Roaming\SpaceEngineers\Saves\(YourID)\(WorldName)\Storage\"
  3. Open the "amc_config.cfg" and edit the desired values, save the file, and reload the world!

  • If you forget the original values or wish to revert your changes, simply delete the config file (the mod will automatically generate a new one)




Core Charges are late-stage seismic industrial explosives designed to fragment materials at the point of emplacement, resulting in a moderate yield of retrievable resources and a large blast cavity. Typically used for industrial-scale mining and terrain clearing.
  • Core Charge MK.I // 10M
  • Core Charge MK.II // 30M
  • Core Charge MK.III // 60M


Spall Charges are small seismic explosives designed to fragment materials at low yields where they are embedded, resulting in a modest amount of retrievable resources and a small blast cavity. They are typically used as a quick and cost-effective method of mining.
  • Spall Charge MK.I // 3M
  • Spall Charge MK.II // 6M


Lance Charges are seismic explosives originally developed for military excavation operations but later decommissioned and declassified following the advent of next-generation charges. Now available for civilian use, they are capable of fragmenting materials at high yields where embedded, resulting in substantial retrievable resources and a moderate blast cavity.
  • Lance Charge MK.I // 20M
  • Lance Charge MK.II // 35M


The Charge Detonator is a specialised antenna capable of sending and receiving signals like a conventional antenna, with the added functionality of remotely detonating mining charges.
  • Charge Detonator Large / / Range: 5000M
  • Charge Detonator Small / / Range: 2000M

4 ADDITIONAL COMPONENTS
Used in the construction of the mining charges.
  • Seismic Blade // Used to construct the Mining Charges
  • Subsurface Probe // Used to construct the Mining Charges
  • Spall Cell // Used to construct the Mining Charges
  • Signal Regulator // Used to construct the charge detonator



  • All Models are custom created and support Build-Stages and LOD's. The AMC mod further supports custom ores, as long as their definitions follow appropriate standards.

  • Includes custom particle and sound effects.

  • Includes yield multiplier config file.

  • This mod will spawn ores as floating objects in large quantities! Extreme use of this mod will cause performance issues.

All development for this project has been completed. Below is a list of considerations that were on my mind but not not on the planning board:
  • More Collectors? Higher intake and custom models.
  • Next-Generation Charges. Potential to filter Ores.
  • Set Countdowns for charges using charge detonator?



You may not re-upload, redistribute, modify, or incorporate any part of this mod into other content without explicit permission from the creator.
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!