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Nuclear Missile isn't craftable because Demon Core is a Component and Assembler will only accept ingots as input. Missile is trying to pull Demon Core, but Assembler won't accept it. I can put the demon core into assembler output, but that doesn't help. Fabricator should probably be refinery style making Demon Core ingots.
I run some mods like Isy's Inventory Manager, EEM, but nothing like Weapons Core.
Thinkin the real issue is Demon core classified as component instead of ingot.
Does crafting nuclear missiles in assembler work for other people?
Thanks for ability to adjust # demon cores. 16+ per warhead is like 10-20k uran ingot!
Sorry I wrote so much.
Guess I'll try the other blocks out. This mod is a great idea. Want the missile to work because its seems sweet. An even bigger level with prototech is a cool idea too... Tzar bomba, or MIRV a spread of 6-9 Thermonuclear Warheads. Mini-Supernovas...
Description: (Uses combinations of Subatomic Particles to create Antimatter)
Uses a bunch of power and is the size of an oxygen farm to create antimatter.
So Prototech parts are used to create the explosive, not blown up themselves.
AM is put into a 1x1x1 ACU - Anitmatter Containment Unit. 1k platinum, 1k Iron.
But the ACU needs to be cooled by a 1x1 CCU - Containment Cooling Unit made of a few complex vanilla components like grav comp and supederconductor.
Power need for CCU is ~75% what a large battery can give
if the CCU runs out of power... ACU goes critical after 10 seconds!
Someone doesn't read about CCU, they'll just build the ACU and self destruct!
Is 1,000 meter blast radius possible?! I want 800 meters to be too close to use!
A server with this mod could booby trap bases.
Think you are smart by cutting the power to turrets?
Well that also cut power to CCU, 10 seconds til a blast radius 1k!
they do, the mod has 3 explosion types that the Larger explosion framework uses to calculate the damage. by default it uses the one that does radius damage and fragments grids outside of the immediate destruction radius. do keep in mind that the explosions do stack (max explosion size can also be configured)
Or should I make this a separate version? or maybe another option?
Also if you prefer my Discord and steam messages are open.
you can find the file path for the config bellow.
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads
I was also using only 1 warhead
Any chance to get this fixed? i like the HUD mod
Stepts to recreate: Build a (LG) drone with thrusters for mobility,
envelope the nuke with some light armor blocks and then detonate via controls or
damaging the nuke.
Could the reason for this be by the mod? or is it just by my side
This thing would be so cool to use in a server.
also, is it possible to make voxel-erasing nukes with weaponcore? or will they only damage grids?
That said the exact force is a good question, I'm not sure my self. Tho I can say that Defence Shields can stop the blasts. I have not tested it with the Deflector shields however. but I expect it to behave similarly.
Be nice if it could functoin more like the real nukes do, slowing down in gravity to blow up above the ground instead of on impact, while in space exploding on impact.
I forgot whether nor not I set it as disabled by default
Simply said adding a massive amount of additional particle effects would have a serious impact on performance. And would most likely require a massive rewrite of the framework.
Also the 3.33 EU per core is correct that has to do with the worlds/servers global assembler efficient multiplier being set to 3x
(it should be 10 EU per core)
the 1666.7 value was also affected by said multiplier (originally it was 10000)
Just like the original mod you can find the config here
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads