Space Engineers

Space Engineers

Critical Reactor Explosions
178 comentarios
KilledJoy 1 FEB a las 12:58 
Does this one work still
Captain Canard 14 NOV 2024 a las 7:52 
So this still works after contact update?
matthewvogt 7 OCT 2024 a las 10:57 
Christmas, i pointed a turret towars my reactor and called selfdestruct shooting it lol
titanius anglesmith 30 ABR 2024 a las 10:32 
so the more powerful the reactor the bigger boom huh :o
Christmas 22 OCT 2023 a las 7:00 
is there a way u could add to this by adding a self destruct option that makes all reactors output maximum energy then criticaly explode destroying everything in a very large area
tmo97 16 OCT 2023 a las 0:49 
??????
Dreus 7 OCT 2023 a las 0:18 
dead?
AkiraSato_ 31 MAR 2023 a las 15:56 
Is there a way to make the explosion stronger ((via files i need to know pls))
Khazul 23 MAR 2023 a las 1:11 
Great mod - thanks for your work :)

Should putting a warhead next to a reactor cause the reactor to always go critical (assuming powered on and heavy power load) when the warhead goes off?

I'm using the deuterium reactor mod, 4 x 30GW reactors powering 100GW of shielding (so high power demand), all reactors full - just get nromal warhead explosion. Sometimes these reactor do explosion from being shot at etc and would normally consume the whole ship (its a big ship)
tmo97 8 JUN 2022 a las 16:39 
but uhh
is this updated or not
MatteoMorsa 1 MAY 2022 a las 7:29 
v Third this
v
Useless 27 FEB 2022 a las 20:43 
V second this V
Omniarcher 17 ENE 2022 a las 10:32 
if you update could you use the Bigger Explosions mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2667547195
Kara Vaki 29 DIC 2021 a las 20:25 
it does leave the mech quite GUTTED tho XD
Kara Vaki 29 DIC 2021 a las 20:24 
I've also noticed the explosion not working correctly as I was messing around with mechs and hoped to see a large kaboom like in the mechwarrior games when a mech goes critical
Dondelium  [autor] 29 NOV 2021 a las 12:33 
@The Inglorious Peach Doctor
Huh... I wonder if Keen changed the explosion creation calculations...
I will have to check it out and see if that's the case, because honestly that sounds hilarious.
Reik_Doktr 28 NOV 2021 a las 19:22 
For my game, the explosion only damages armor blocks. All other blocks are left totally intact and it often leaves a giant "skeleton" of conveyors, windows, gun emplacements, and what have you floating in space.
Egglanoir 21 NOV 2021 a las 13:08 
You should consider adding some config options, or if they exist, telling us how to configure it.
KittenPixel 14 AGO 2021 a las 10:58 
OK WITH A DIFFERENT GUN ITS SO POWERFUL
KittenPixel 14 AGO 2021 a las 9:53 
I used atlas on it and nothing happend
Star_Kindler 19 JUN 2021 a las 22:05 
Hi, I was just wondering if you could please make a version of this mod where no uranium was necessary for a reactor to explode, nor current output, and have the damage and explosion radius solely dependent on the maximum output of the reactor? Basically the Jump Drive Critical Explosion Mod but for reactors, or a creative version of this mod. Since many ships in creative don't have uranium in them and it's a pain to go through them all and fill all of their reactors with uranium.
Dondelium  [autor] 21 ABR 2021 a las 12:57 
With that stated. In practical SE combat, I have seen many more occasions, where my gas tanks explosions mod detonates a grid, over the reactor mod. Which makes sense as the gas tanks has no fail-safe simulation written into it.

More often than not, the reactor explosions I have seen tend to be driven more off of chain reactions because of gas tanks explosions.
Dondelium  [autor] 21 ABR 2021 a las 12:53 
Hi Audio. Just checked. Yes the mod still works, and it does create the big blue explosion, and does do damage to surrounding blocks.

If you supply a world save, video, gif, or even a screenshot, it may help me provide an explanation as to why it is not working for you.

Keep in mind the mod is made so as to, very loosely, simulate fail-safes. Making it so a reactor does not necessarily go critical just because of damage. With an increased likely-hood of going critical when under higher load.
SimplyBenjamen 20 ABR 2021 a las 17:41 
It's been awhile sense the last post on this mod but does it still work at all? I've not seen the blue fireball like I am meant to and it does not do any real damage even with a Arc Reactor.
Gufo10 26 FEB 2021 a las 16:16 
Glorious, love the big ars blue fireball!
Dondelium  [autor] 11 ENE 2021 a las 17:31 
@Adversity Interesting. Maybe its a serverside mod download issue?
We play with WeaponCore as well, and have had no issues, but we don't play dedicated. If your hosting via a server farm, you may have to do some networking.

Could you post an extended log output in the Bug Reports / Trouble Shooting discussion?
Adivrsity 11 ENE 2021 a las 17:26 
Yeah I've done all that, but since its a dedicated server I built myself its more complicated. Completely new server and no change. Im thinking of trying it without WeaponCore and seeing if its an issue.

If I just use the default multiplayer setup from SE it works fine, so its something else I cant figure out.
Dondelium  [autor] 11 ENE 2021 a las 17:15 
@Adversity That looks like a networking/file provider error. (aka Steam)

My friend and I have been using this mod in multiplayer everyday for the last week or so, so I know the mod is functioning correctly.

There are some things to try:
1. Exit SE.
2a. If you are subscribed to the mod. Unsubscribe from the mod, wait a couple minutes, and resubscribe. This should delete, and then re-download it.
2b. If you are not subscribed. Subscribe to the mod, let it download via the steam application.
3. If you are running behind a VPN / Proxy / PiHole... this can cause issues.
4. The server may need to reboot. I updated the mod 5 days ago, and if they have not rebooted since then, then this may cause some issues.
Adivrsity 11 ENE 2021 a las 12:38 
Working on a multiplayer server, and whenever I try to load your mod, im not sure what this error is, or if its interacting with WeaponCore?

2021-01-11 15:30:24.232 - Thread: 25 -> Workshop item with id 1743310853 download finished. Result: k_EResultTimeout
2021-01-11 15:30:24.232 - Thread: 25 -> Error during downloading: Timeout
2021-01-11 15:30:44.260 - Thread: 25 -> Workshop item with id 1918681825 download finished. Result: k_EResultTimeout
2021-01-11 15:30:44.260 - Thread: 25 -> Error during downloading: Timeout
2021-01-11 15:30:44.260 - Thread: 23 -> Up to date mod: Id = 1918681825, title = 'WeaponCore - 1.6(30)'

""Exception while loading world: Value cannot be null.""

Any ideas?
Abisius Xarvenius Carbensius 8 ENE 2021 a las 16:10 
@random Techpriest
i use the arc reactors and they work with it, it gives even a bigger boom than with the vanilla reactors and the more powerful lthe arc reactors are the bigger the explosion, but dont know if that is intended or just a side product.
Dondelium  [autor] 8 ENE 2021 a las 12:11 
@random Techpriest Yeah, it should work with modded reactors.
random Techpriest 8 ENE 2021 a las 6:22 
Will this work with modded reactors like the Hyperion-Series?
Dondelium  [autor] 30 NOV 2020 a las 21:24 
@KilledJoy It would still explode, as there is a base damage done based upon the current output of the reactor, but it would not have as large of an explosion.
KilledJoy 30 NOV 2020 a las 18:53 
would this mod still work in a creative server ? Or technically not cuz the reactors wouldnt have uranium in them?
Dondelium  [autor] 17 NOV 2020 a las 15:02 
@Grillbriggen That depends on how much uranium it contains.
Grillbriggen 17 NOV 2020 a las 15:01 
Is a reactor not exceeding 740 mw in power output supposed to delete entire ships around them and then ships next to them as well?
Abisius Xarvenius Carbensius 2 NOV 2020 a las 14:33 
@Reaper
if yo uhave a mod that has this mod as a requirement the serve rwill automatically download the mod. a while a go, must already be aroudn 2 years, it got changed from manually adding all required mods to automatically add all required mods
Rex 2 NOV 2020 a las 14:19 
not even subscribed to this stupid mod not sure why it keeps showing up in my server
1antonioorlo1 11 OCT 2020 a las 0:52 
=(
Fine Gentleman 20 SEP 2020 a las 20:40 
RIP
OXxzyDoOM 13 AGO 2020 a las 22:24 
And thank you for the mod!
Makes building and destroying much more fun :D
Dondelium  [autor] 13 AGO 2020 a las 22:10 
Ok, testing, it there I can attest to that it is not spawning an explosion. I will look into that. Thanks for the world save.
OXxzyDoOM 13 AGO 2020 a las 21:15 
Ok, after my comment I continued to test it (deleting mods, loading vanilla world, etc) and when I created a Empty world everyting worked fine, then loaded all previus mods and world config and still fine. Created another Earth Planet world (The world where I saw the bug) and the effect was gone again.

Don't know what the Earth Planet world have but messes up the explosion effect.
This is the Earth Planet world where I last tested the bug:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196813290
Double checked the explosion and it still missing.
Dondelium  [autor] 13 AGO 2020 a las 20:42 
Looks like it works to me:
https://youtu.be/M_kyMxkshBc
OXxzyDoOM 13 AGO 2020 a las 19:10 
Where is the blue epic explosion?

The reactor explodes fine but the explosion on the vids and images is not there.
RazersEdge 22 MAY 2020 a las 9:05 
I enabled this with gas tank explosions too and witnessed in horror how terrible the internal design for one of my new cruisers was. I took one gravity cannon round that pierced my shields, my gas tanks blew, then my reactors went in a chain reaction and my ship literally split in half. Glorious fireball that it was, I was not expecting a destroyer to be able to take out a fast attack cruiser like that. Reminded me of WW2 when a ship's magazine got hit.

This and tank explosions almost make it worth it to take the weight penalties of internal armor bulkheads to separate gas tanks from each other and reactors. For heavier ships it is probably a must.
CCC 20 MAR 2020 a las 7:35 
i am not getting a shiny epic explosion, too.
did i miss something?
Lag 15 MAR 2020 a las 14:49 
i am not getting a different explosion
RHS0 20 DIC 2019 a las 13:58 
Could you please make it so Jump Drives explode too? There is already a mod that does similar to that, but it just explodes when overcharged, which I think there would be safeguards against. Just saying, Critical Jump Drives would round out with Reactors and Tanks.
ty
Novum33 15 NOV 2019 a las 15:34 
we should have a mod
that adds nuclear warheads. not a powerful warhead but a warhead with effects and a custom explosion