Space Engineers

Space Engineers

Nuclear Weapons - Industrial Overhaul Compatibility
26 Comments
AgitatedAlice 1 Jul @ 12:25am 
Alright. I mostly intend to use these weapons as last resort or civilian demolition and the warhead blocks encourage engineering and production tooling for custom missiles so that's fair I guess.
PepperJack  [author] 30 Jun @ 5:31pm 
In this mod I removed the weapons as they where OP for my play style
AgitatedAlice 30 Jun @ 1:58pm 
why did you remove the weapons? Are there only the warhead blocks now?
PepperJack  [author] 5 Aug, 2024 @ 4:02am 
Maybe, but not right now. We are working on a few other things first. Put the request in our discord it’s likely to get more traction. :)
PepperJack  [author] 19 Jan, 2024 @ 4:52am 
I didn't remove it, but I'll take a look.
Space Ace 18 Jan, 2024 @ 1:38pm 
is this mod supposed to remove the recipe from the compatibility assembler? It still has the default far cheaper recipe available
PepperJack  [author] 25 Sep, 2023 @ 8:27pm 
Make sure to load it in the correct order. This must be above.
ryangoslinglover306 25 Sep, 2023 @ 7:09am 
thx
PepperJack  [author] 24 Sep, 2023 @ 6:43pm 
@ryangoslinglover306 Yes, this only modifies the nuclear weapons mod
ryangoslinglover306 24 Sep, 2023 @ 12:44pm 
do you gotta use the nuclera weapons mod or only hits one
The Nameless 8 Jun, 2023 @ 4:08pm 
Awesome! Problem though: It requires the original Nuclear Weapons, which means the missiles are still in there, and I still get too many messages about weaponcore deleting weapons that spawn on NPC ships...
PepperJack  [author] 8 Jun, 2023 @ 3:07am 
thanks for the input. I will put it on the todo list to look at the numbers again. I did my best guess for what would feel right. But we have been slowly trying to make things more true to life.
The Nameless 6 Jun, 2023 @ 7:42pm 
Or is that what you already did? xD
The Nameless 6 Jun, 2023 @ 7:39pm 
I'm going to download this mostly because you got rid of the missiles and stuff, which means this will now play nice with WeaponCore.

That said, I had a thought for something you might add to your to-do list: real uranium ore is like 30% uranium, but in this game the uranium ingots you get are like 0.7% of the mass of your ore, which is more appropriate to enrichment than simple refinement, which means your use of further enrichment is appropriate. But you might see about overriding the vanilla refinement values. Give us 30% of the mass of the ore as basic uranium ingots, and then your enrichment process yields 0.7% of that, and you have an actual realistic set of refinement and enrichment yields.
PepperJack  [author] 16 Apr, 2023 @ 4:16am 
Thanks! Glad you are finding what you need.
Visentinel 16 Apr, 2023 @ 2:14am 
Dude

I have found so many amazing mods via following your IO versions
MisterCadrega 22 Feb, 2023 @ 11:43am 
Sure, thanks for your work anyway!
PepperJack  [author] 22 Feb, 2023 @ 11:24am 
Understandable, we mostly use it for our server in-game chat and to see when people are online anyway. Maybe we can use my modpack mods to discuss like we are. HERE
MisterCadrega 22 Feb, 2023 @ 11:19am 
I would join your discord but I'm really not keen into using it at all. I'm all for using any other kind of comm platform (Steam would be fine I think), but Discord is full of red flags for me, sorry.

I can certainly give you suggestions and/or feedback via pms (or comments) here anyway.
PepperJack  [author] 22 Feb, 2023 @ 9:36am 
We are currently looking into Nanites. I also noticed the animated issues. I think I might work those next since they are easy. Feel free to join the discord [discord.gg]
MisterCadrega 21 Feb, 2023 @ 3:27pm 
Yeah of course, stuff like the small grid assembler kinda makes no sense in IO.

there are some other nice-to-have stuff I'd look into, like the Nanite control facility - 219757726 (imho superior to the nanobots...), defense shields 1365616918, HoverEngine 1225107070 and so on...

Also, unrelated issue: apparently all the new animated modules mods (antenna, ore detector etc) seem to replace the items properties changed from IO, so the IO recipes are replaced with the vanilla ones.
PepperJack  [author] 21 Feb, 2023 @ 12:24pm 
@papamobile Actually Thanks for the idea! I will put it on our board and we will look into it. I would expect that we will have to disable or nerf some items if they don't balance well with IO. But otherwise I could see it being a cool add for our modpack to.
MisterCadrega 21 Feb, 2023 @ 2:11am 
hey, have you considered creating compatibility mods for AQD stuff (Small Grid expansion - if possible, not sure if those things make sense in IO, upgradeable gyros, armored thrusters etc..)

I think I could give you a hand if you want, damn sure it's not gonna be an easy thing.
PepperJack  [author] 18 Feb, 2023 @ 9:00am 
@Skallabjorn Thanks! I appreciate the kind words.
Skallabjorn 18 Feb, 2023 @ 7:01am 
Nice to see a mod author that uses the proper method for changing another persons work, that is, making the original a dependency and writing a new overlay file. well done !!