Space Engineers

Space Engineers

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Realistic Terminal Block Explosions [Gas Tanks Excluded]
   
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Type: Mod
Mod category: Script
File Size
Posted
Updated
406.358 KB
2 Apr, 2017 @ 2:26am
6 Apr, 2017 @ 11:19am
2 Change Notes ( view )

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Realistic Terminal Block Explosions [Gas Tanks Excluded]

Description
Update 16.04.2022: I am no longer checking whether this mod works with new updates and won't fix bugs/issues if any occur. Feel free to download and use the source code as you like though. :)

This is another variation of the mod "Terminal Block Explosions" made by "jonn19" with an in my opinion realistic selection of explodable terminal blocks and more realistic damage values for each.

The code base structure of the original modification was not changed!


Explodable blocks, their damage values and why I believe they should be explodable are as follows:

Large Generator, 1500 - Upon destruction a nuclear reactor would react in a meltdown. I have not made the damage higher because you are able to shut reactors on and off whenever you want, implying reactors seem to have some sort of mechanism that allows to stop nuclear fission which means the engineer could integrate a safety insurance mechanic to keep a possible meltdown as contained as possible and I simply suppose no engineer would leave that out, except if he would like to use a reactor as a weapon, but why would you waste precious Uranium when Magnesium in the form of a Warhead would do this exact function for you.

Small Generator, 500 - The same reason as stated in the Large Generator explanation, but to a considerably less extent.

Jump Drive, 1000 - Jump Drives have not yet been invented in real life, but one could easily asume that it would take a lot of energy to use such a beast for the purpose the game uses it for.

Virtual Mass, 200 - The intention of Virtual Mass in the game is to convert energy through this device into mass, which implies that if you destroy this device, due to the density lowering enourmosly fast because it is obviously shut down on malfunction, it would probably tear apart and have shrapnel shoot to all directions upon whatever is next to it.

Space Ball, 200 - The same explanation that goes for Virtual Mass, but in the form of a globe.

Battery Block, 150 - Due to the resources a Power Cell is made of in the game, Batteries are probably of the nickel–metal hydride type and I think those do have a reputation of exothermic reactions if enough heat is applied and the batteries in the game are particularly large, which is why I claim they would certainly damage other blocks around them upon destruction.

If anyone reading this at the moment is an expert in this topic (especially nickel–metal hydride batteries), please correct me if I am wrong, as I would like to keep this modification as realistic as possible.

Disclaimer: I did not include Warheads, as it is a game mechanic that they do not explode upon destruction when not armed, which does not make sense in my opinion, but there are crafts that use this mechanic to function as intended by their creators.


UPDATE 20170406

Large Atmospheric Thrusters, 300 - Ion thrusters would simply turn off upon destruction and hydrogen thrusters are debatable, as only a severly damaged hydrogen tank is fatal and the damaged thruster would just be unmaneuverable, as it is obviously in the game as well (it will not function anymore), but it is coincidental you mention this today, as I actually am implementing atmospheric thrusters tomorrow, because I realized that jet engines/turbines are not safe from exploding rather spectacularly when damaged in real life.

Small Atmospheric Thrusters, 150 - Same as above yet in a smaller yet still nearly as dangerous scale.
18 Comments
Tactical Shrubbery 26 Oct, 2021 @ 2:41pm 
This mod is creating red blue and green particles whenever a terminal block blows up. They last until the game is reloaded.
aquilaiovis  [author] 14 Jul, 2020 @ 9:29am 
@B O S S

Pleasure :)
Арбуз II 12 Jul, 2020 @ 9:30am 
Oh snap. I didn't look on the update date :D

thank you for the mod in the first place)
aquilaiovis  [author] 12 Jul, 2020 @ 8:12am 
@B O S S

Wow, I didn't expect people still use this mod, I feel honoured.

Good point about the jump drive, I'll see what I can do.

Thank you for reporting the RGB bug. I'll have to reproduce the bug, though I don't know what could cause it since all I did was change the explosion damage attributes of the blocks.
Арбуз II 9 Jul, 2020 @ 10:06am 
And adding to your jump drive rants - I think it shouldn't explode at all, since it's just an accumulation device, and not capable of exploding when it's not charging.

If you could somehow make it only exploadable when charged - it would be cool

Reactors, acontrary contain explosive elements inside no matter if they are turned off or not. I think.
Арбуз II 9 Jul, 2020 @ 10:04am 
Having a bug report - reactors and some other stuff leave a trace of RGB 3 dimension lines after explosion. Please look up to that.
aquilaiovis  [author] 9 May, 2017 @ 5:49am 
@McCloud Jr

I will research it later, but you can expect an answer in the next few days.
McCloud Jr 9 May, 2017 @ 5:42am 
@Aquila lovis

Part 2

Now lets jump (pun not intended....or maybe intended) to the year Space Engineers takes place. Upon one of the games' many quotes we can see several quotes from a source called "Wikipedia, 2077". Now take this what you will but in Space Engineers we are 60+ years in the future.

Much improvement to the Scientific Method as well as Quantum Mechanics can and will be done in that amount of time. A extreme and best example is just over a century ago the Wright Brothers did the first flight and now humanities oldest probe, Voyager 1, is somewhere between the Heliopause and Bow shock.

So in complete theory the Jump Drive is possible and has a "measureable" energy requirement.


Do I pass the logic test? lol
McCloud Jr 9 May, 2017 @ 5:41am 
@Aquila lovis

Part 1

There is a Theoretical Warp Drive (or Jump Drive in this case) called the "Alcubierre Drive" (Source https://en.wikipedia.org/wiki/Alcubierre_drive )

What this drive does is that "warps" space around an object, by contracting space in front and expanding space behind the object. Propelling said object at FTL speeds WITHOUT breaking any physical laws.

This drive does not incorperate quantum physic's in the earlier versions.
aquilaiovis  [author] 9 May, 2017 @ 5:09am 
@McCloud Jr

This would be the only way I imagine it to be possible to go from one place to the other in an instant: Somehow being able to analyze your own quantum data and changing it to "be" in a different place.

Therefore properly arguing over the damage value is impossible for now, if you aim for an actual solution. I just chose the value the modification currently has, as it works best in balance with the mechanics of the game in my opinion.

I hope I got nothing wrong myself and that you understood my argument.