Space Engineers

Space Engineers

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Bigger Explosions
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Type: Mod
Mod category: Other
File Size
Posted
Updated
71.286 MB
28 Nov, 2021 @ 1:31pm
18 Nov, 2023 @ 8:26pm
17 Change Notes ( view )

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Bigger Explosions

Description
This mod is a support tool for other mods (including the "Kinetic Devastation" and "Nuclear Weapons" mods) to generate massive explosions through a shared system.

The tool is also open for anyone else to make use via any scripting mods by sending a mod message with the correct information to generate the explosion.

NOTE: Downloading this mod by itself will not do anything. It's only meant to manage explosions generated by other mods.

Steps to Use
1. Create scripting mod
2. Set "Bigger Explosions" as a "Required Item" for the mod
3. To generate an explosion, call:
Vector3D position = ...; // Position of explosion Vector3D up = ...; // Up direction for explosion Vector3D velocity = ...; // Velocity of explosion float radius = ...; // Radius of explosion MyAPIUtilities.Static.SendModMessage(4508338751823, string.Join(";", position.X, position.Y, position.Z, up.X, up.Y, up.Z, velocity.X, velocity.Y, velocity.Z, radius));
To generate a camera shake, call:
Vector3D position = ...; // Position of shake (area that affects cameras) float radius = ...; // Radius of shake MyAPIUtilities.Static.SendModMessage(4508338751824, string.Join(";", position.X, position.Y, position.Z, radius)); // or IMyPlayer player = ...; MyAPIUtilities.Static.SendModMessage(4508338751824, player.IdentityId.ToString());

Config Setup
This mod can be customized by making use of the Config.xml file that generates once the mod is loaded. Loading a file with this mod active creates a Config.xml file inside of the save folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\2667547195.sbm_BiggerExplosions). You can edit the values in this file to change those values in game after loading back into the save.

Config Values
https://sp.zhabite.com/workshop/filedetails/discussion/2667547195/3192485276074693921/



Special Thanks to Hybrid V for the Improved SFX!
https://www.youtube.com/c/HybridVAudio
https://soundcloud.com/hybrid-v

Mods that Use This
Kinetic Devastation
https://sp.zhabite.com/sharedfiles/filedetails/?id=2649159807
Nuclear Weapons
https://sp.zhabite.com/sharedfiles/filedetails/?id=2667815590

Other Mods:
https://sp.zhabite.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
Popular Discussions View All (2)
2
16 Feb @ 3:24pm
Crash related to the sound?
Lt.Fenix
3
6 Sep, 2024 @ 10:18pm
PINNED: Config.xml
Echthros
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