Space Engineers

Space Engineers

Bigger Explosions
75 Comments
Scientist 18 Apr @ 8:01am 
Mod still works perfectly as of April 18 2025. If you get explosions that have sound in only one earphone (probably left), it is because the .wav files in the mod are stereo, not mono. The author can either update this or you can manually change it by going into audacity and making mono. This applies to all mods that have .wav files and sound in only one earphone. Hope this has helped people
Synirr 21 Feb @ 9:02pm 
Is there a way to edit the particle effect? I kinda want to change the particle effect to something different.
Lt.Fenix 16 Nov, 2024 @ 11:39am 
@Echthros

Have you been able to look into the sound-related crash?
Soumagnei 10 Aug, 2024 @ 4:41pm 
Can you add a voxel damage radius multiplier? The current small vanilla warheads are way too powerful and make unrealistically big crator
PaladinSage 4 Jun, 2024 @ 8:40pm 
can we get an update?
乂Oo忘★了愛oO乂 28 Apr, 2024 @ 6:44pm 
Many thanks
Echthros  [author] 28 Apr, 2024 @ 10:07am 
Sure, as long as you add a credit for it.
乂Oo忘★了愛oO乂 28 Apr, 2024 @ 3:32am 
Can I use the nuclear explosion Particles you made for the weapon MOD I made?
team fortress two 12 Jan, 2024 @ 3:10pm 
my ears after detonating 1 small nuke:
Fade 18 Aug, 2023 @ 4:28pm 
Thank you so much for the damage radius multiplier :D
xXspeedfistXxD 17 Aug, 2023 @ 4:35pm 
ok i was just making sure thank you for clarifying
Echthros  [author] 17 Aug, 2023 @ 4:34pm 
@xXspeedfistXxD It's meters. Any references to distance or radius in my mods are in meters since that's what the game uses (GPS dist, etc.).
xXspeedfistXxD 17 Aug, 2023 @ 2:18pm 
i Have a question in the config what is the measurement used to define the radius of the explosion under explosionmaximumradius it says 1500. what is this representing the 1500 meters in size or what im quite new to this so the answer may be simple but i currently do not know the answer
Echthros  [author] 14 Aug, 2023 @ 1:46pm 
@Fade Added. It's called <ExplosionGridDamageRadiusMultiplier>.
Fade 14 Aug, 2023 @ 5:01am 
@Echthros Yes, i had inquired about it before and was told it would be added in the future (also sorry for hella late reply)
Echthros  [author] 31 Jul, 2023 @ 5:57am 
@Fade Do you mean a multiplier for the grid damage radius compared to the explosion size?
Echthros  [author] 31 Jul, 2023 @ 5:56am 
@Lokiawa Yeah, I've been working on another mod for a while, so I haven't really come back to this one. I did add a config option for the SFX while ago after a few people complained about it being too loud, but the default volume was still probably too much.
Lokiawa 30 Jul, 2023 @ 8:11pm 
I am guessing the recent Zer0's Legion video is what got you to finally lower the explosion sound?
Because according to the Change Notes, you have not updated in a year, and it is an interesting coincidence that a little over week ago Zer0 published a video that used your explosion mods.
Fade 29 Jul, 2023 @ 6:20am 
still waiting for damage/effect radius config ;-;
Echthros  [author] 28 Jul, 2023 @ 1:54pm 
@Novum33 It appears to still work for me.

@{ZET} Inflitor Not much unless you increase the voxel destruction radius in the config or blow up grids with tens of thousands of blocks.
Echthros  [author] 28 Jul, 2023 @ 1:52pm 
Update:
Reduced volume on larger explosion SFX.
Novum33 20 Jun, 2023 @ 12:19pm 
the compounding explosions thing doesnt seem to work anymore

any chance this mod is broken?
{ZET} Inflitor 28 Apr, 2023 @ 6:05am 
how much lag does this create?
Great Value Mo1stCritikal 2 Jan, 2023 @ 10:34pm 
umm how do i do scripting mod and stuff
͘͞ ̸̡͢ ̡ ̨ ̶͘͞ ̶҉ ̵ 19 Dec, 2022 @ 1:04am 
Compounded explosion detonations are RIDICULOUSLY loud, to the point of straining the coils in my speakers.
Cringineer~ 29 Nov, 2022 @ 6:01pm 
I believe some audio issues are arising from this mod. The audio will cut out, causing all sounds to be silent, as well a horrible static noise can be heard occasionally.

I have turned off the configs SFX. But the issue persists. Any ideas?
ChrisChaos777 17 Aug, 2022 @ 2:31am 
Thank you my friend. Thats good to know. I absolutely love your mod. I was actually able to get it to work thankfully. I think my PC just needed to cool down and an update. I was running for days on end. lol Have not crashed since.:praisesun:
Echthros  [author] 16 Aug, 2022 @ 9:04am 
@ChrisChaos777 No, you don't need to restart. If you want to post the stack trace (last 50ish lines of the log) from the crash log, I might be able to identify what's happening.
ChrisChaos777 16 Aug, 2022 @ 1:22am 
Do I need to restart a world for this? I seem to be crashing however it could entirely be unrelated to your mod because I have quite a few. Just figured I would ask so I can narrow down the issue im having, Awesome mod btw thank you.
cptnoname 15 Jun, 2022 @ 8:22pm 
i'm getting this error when loading on a server:
Reference issue detected (circular reference or wrong order)

i have two mods that use this as a dependency, and they are both loaded afterward. is there something else i should look for?
geraveoyomama 21 May, 2022 @ 9:09am 
maybe its fixable maybe not, but I only hear the sfx in the left audio channel
Raptor-TJC 18 May, 2022 @ 3:27pm 
Ok thanks, you are very thoughtful of you. :steamthumbsup:
Echthros  [author] 18 May, 2022 @ 2:29pm 
@Raptor-TJC Probably that either your speakers or your sound driver can't handle how loud the sound is. You can lower the volume in the Config.xml if it's causing issues.
Raptor-TJC 18 May, 2022 @ 2:14pm 
One little problem from me is like when the nukes explode, i can hear some high tense of static. What does this mean?
ribera1945e 18 May, 2022 @ 9:05am 
Roger that!
Echthros  [author] 18 May, 2022 @ 8:47am 
@ribera1945e Sure thing. Just remember to include a credit to the original.
ribera1945e 18 May, 2022 @ 8:16am 
Hello. I am making a new weapon mod and I would like to create an impact particle effect based on your Bigger Explosion particle effect, is that ok?
condottiere 15 Apr, 2022 @ 10:52pm 
No problems for me. Just saw this updated, and I wanted to comment to thank you for a whole host of gameplay mods (slower backpacks, all the explosive stuff, etc) that I subbed at various points over the years. My planets would be a lot less cratered and pockmarked without your hard and clever work!
Echthros  [author] 15 Apr, 2022 @ 10:48pm 
Sound effects for all explosions have been redone by 'Hybrid V' and are much higher quality now!
Selphadur 26 Feb, 2022 @ 4:25pm 
I will let you know if there will be crashing, but I did remove MA Pocket Gear mod as I kinda do not have any use for it and is kinda tied to crashing.
Echthros  [author] 26 Feb, 2022 @ 11:24am 
@Selphadur An attempted fix has been submitted. I was not able to locally reproduce the issue, so let me know if you still see it.
Echthros  [author] 26 Feb, 2022 @ 10:06am 
@Selphadur Thanks for getting the trace for me. I'll take a look.
Selphadur 26 Feb, 2022 @ 3:00am 
Something is causing a game crash sometimes, when your ship crashes and explodes. Here is a error from log:
2022-02-25 22:09:52.034 - Thread: 1 -> Exception occurred: System.InvalidCastException: Unable to cast object of type 'Sandbox.Game.Entities.Character.MyCharacter' to type 'VRage.Game.ModAPI.IMySlimBlock'.
Selphadur 26 Feb, 2022 @ 2:59am 
at Sisk.PocketGear.DamageSystem.DamageHandler.HandleDamage(Object target, MyDamageInformation& damage)
at Sandbox.Game.GameSystems.MyDamageSystem.RaiseBeforeDamageAppliedIntenal(Object target, MyDamageInformation& info)
at Sandbox.Game.Entities.Character.MyCharacter.DoDamage(Single damage, MyStringHash damageType, Boolean updateSync, Int64 attackerId)
at Sandbox.Game.Entities.Character.MyCharacter.VRage.Game.ModAPI.Interfaces.IMyDestroyableObject.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId, Int64 realHitEntityId, Boolean shouldDetonateAmmo)
at BiggerExplosions.ExplosionManager.ExplosionInfo.PushEntities(Double rad, Boolean catchup)
Selphadur 26 Feb, 2022 @ 2:59am 
at BiggerExplosions.ExplosionManager.ExplosionInfo.Update()
at BiggerExplosions.ExplosionManager.Update()
at BiggerExplosions.BiggerExplosionsCore.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Novum33 17 Jan, 2022 @ 1:31pm 
Yeah it still explodes with a black square over it when in atmosphere
Echthros  [author] 16 Jan, 2022 @ 12:00pm 
New particle effects have been added for 900m and 1500m radius explosions. New default maximum radius is now 1500m.
Scopsins 14 Dec, 2021 @ 11:22am 
@Echthros Lol I figured as much, just wondering if I could blow up my PC as well using this mod. :)
Echthros  [author] 14 Dec, 2021 @ 10:22am 
@Scopsins These explosions don't directly cause deformations because they are really expensive when affecting thousands of blocks.
Scopsins 14 Dec, 2021 @ 10:09am 
Have you noticed any reduced deformation when blowing grids up with this mod?