Space Engineers

Space Engineers

The Grenade Mod
105 Comments
SkipSkool 3 Jun @ 11:07am 
Having the same issue as melelconquistador. Maybe have a config file wher you can turn of the safezone feature?
RougeSable 21 Mar @ 3:46am 
This awesome mod is part of our collection "Sirius - An arcade vision of a survival game" https://sp.zhabite.com/sharedfiles/filedetails/?id=3154892496

Thank you to offer this to the community ❤️ And thanks a lot for keeping this mod up to date ❤️
jTurp  [author] 20 Oct, 2024 @ 3:06pm 
@melelconquistador

Hmm, looking at my code I have a check for if the player is in a safe zone / restricted use area (intended for grenades), which might be the root cause. I'll look into it, thanks for the info!
melelconquistador 20 Oct, 2024 @ 2:53pm 
Curious I'm having a mod conflict with "Eat Drink and Sleep" when combined with this mod.
I isolated the mod list to these two.
The bug in question: Eating food in a bed's seats, flight seats fills hunger and thirst bar but does not consume the item.

Just curious if it is related to a conflict in mechanics.
_jo.nat_ 29 Jul, 2024 @ 11:19pm 
Hey if I put the proximity mines on a Prefab, will it keep them when the Prefab spawns?
Jonathan Torres 4 Jul, 2024 @ 11:55am 
I made a submod for this mod to change how the flare illuminates, do I have your permission to publish it?

If you say yes, then the only file that I would publish is a modded version of your "HandGrenade_Particles.sbc".

I modded it only for myself, but I would share it if you allow.
Deapri 25 Feb, 2024 @ 1:05am 
I think you are mixing terms. The flare gun is vanilla, it's true, the fireworks (flare launcher) is as well, this however is where including all DLC that list ends in the similarities to this mod.
Nep-Nep 24 Feb, 2024 @ 9:14pm 
@JTurp those are vanilla now too.
jTurp  [author] 24 Feb, 2024 @ 6:07pm 
@Nep-Nep

This doesn't have a flare gun, though, just flares - or are those vanilla now, too?
Nep-Nep 24 Feb, 2024 @ 3:46pm 
If this gets updated, can we have the Flare Gun removed or replaced with a 40mm grenade launcher? Asking because the flare gun is now a vanilla thing.
Deapri 18 Feb, 2024 @ 11:05am 
I know, a very late response, it is not WC incompatible either, they will still blow things up, they are not something wc looks for but as they do not use a targeting system it's fine. Though one could potentially bypass shields with these. A triggering animation for the c4 reciever would be handy thoguh... but anyway they work fine with wc
jTurp  [author] 1 Dec, 2023 @ 8:19am 
@Zach

No these are just grenades that I've added :)
Zach Jepson 30 Oct, 2023 @ 6:43pm 
Is this weaponcore compatible? :D
DlriumTrgger 26 Aug, 2023 @ 8:03am 
i love this mod so much
jTurp  [author] 24 Aug, 2023 @ 6:52pm 
Yes, I include the textures when I say models :)
Serža 24 Aug, 2023 @ 6:20pm 
models should take few MB, I suspect model textures to take most of the size. as a server owner I cry a bit to leave this mod out due to its size/content ratio but awesome work nonetheless
jTurp  [author] 23 Aug, 2023 @ 2:35pm 
It’s the models that take up the space
Serža 23 Aug, 2023 @ 11:41am 
why it takes 250mb of space?
jTurp  [author] 27 May, 2023 @ 6:08am 
@Nuko - San

The recipes are all done via SBC. You can just copy the HandGrenade_Blueprints.sbc file and add what you want to the Prerequisite section and stick it in another mod. Just make sure you load that mod *after* this one :)
Nuko - San 27 May, 2023 @ 4:44am 
Hi there, looking good mod wise, good idea, is it possible to get a compatibility patch with Better Resources ( https://sp.zhabite.com/sharedfiles/filedetails/?id=2841960221 )? would love to use some of the chemicals in there to make the granades.
jTurp  [author] 8 May, 2023 @ 7:13pm 
@Yung Pro

That's a new one.. if you test in a fresh world with just this mod, is it populated?

I'm not sure I can fix that issue without knowing which mod is conflicting
CynicDragon 8 May, 2023 @ 6:41pm 
For me my grenade tab of the G menu is empty, making it so I can't hot bar any grenade items, I realize it's likely due to my other mods interfering with it
Squidtank 7 May, 2023 @ 1:49pm 
No more spinning/floating, thanks! Will huck more grenades at thing when I have some free time!
jTurp  [author] 6 May, 2023 @ 1:52pm 
@Squidtank

Should be fixed now, give it another try and let me know if you still have issues
Squidtank 6 May, 2023 @ 8:45am 
@jturp Movement is also sluggish/sticky in the blast area afterwards. Attempted to post a video here, hopefully worked: https://youtu.be/uQll-EyDZEs
Squidtank 6 May, 2023 @ 7:24am 
@Kitty Of Pathos You might want to toy around with the share inertia tensor checkbox, sometimes helps with that kind of thing!

I fired up an earth-like start with just this mod, left it on default survival settings, flipped on admin creative and made some grenades, made a chunk of 4 large blocks and dropped it on the ground, threw a grenade at those blocks, they slowly start rotating and floating off the ground. Easier to see the effect when there are no inertial dampeners at play.
Squidtank 5 May, 2023 @ 8:19pm 
Apparently does it to large grids too, just start turning and floating.
Squidtank 5 May, 2023 @ 8:02pm 
@jturp Single player, I'd post a world but it's old saves and new games, doesn't seem to matter, just new custom game with only the grenade mod, default settings and yeah near 99.9% of the time. I tried resubscribing but it's still doing it. I know it sounds weird since its just throwing a grenade, it definitely looks weird!
I have been using the mod since it was posted and this started a good while ago, but i haven't played in a few months. It was after plasma was introduced and before C4 I believe. I can post a video later if you can't reproduce it.
jTurp  [author] 5 May, 2023 @ 5:21pm 
@Squidtank

Interesting... is this in single player or DS? Can you link the world so I can test? Assuming it's reliably reproducible?
Squidtank 5 May, 2023 @ 1:36pm 
Hi, at some point along the way the M2 Grenades started causing strange effects. If I throw one at a small grid vehicle, the grid will start slowly rotating and doesn't stop. Rovers will sort of tip up on their nose. Created a new world with just the grenade mod to make sure its not a conflict.
Lady Sorcia 30 Apr, 2023 @ 7:44pm 
"The Shape Charge model is based on the "Sci-Fi Explosive Mine"[ sketchfab.com ] by Atrin, and is licensed under CC-BY-4.0"

I suggest changing the model for the sake of copyright.

https://www.renderhub.com/zurel/land-mine-sci-fi-v-1
S Boogy 10 Feb, 2023 @ 7:26pm 
@jTurp
Totally understand, the shape charges give me a good republic commando feel. This just pairs well with so many other mods!
jTurp  [author] 10 Feb, 2023 @ 6:56pm 
@S Boogy

Hey, thanks for the feedback! I purposefully made the regular grenades not do a ton of damage to anything but players - shape charges are for blowing holes in walls :P
S Boogy 10 Feb, 2023 @ 6:20pm 
I'm really enjoying the updated grenade mod. I've mostly played with the shaped charges and flares, very useful. Smoke grenades are situational and sound great for MP (calling in airstrike/support/extraction/friendly location, and color code each), I dig it. Tbh I find the grenade dmg to be a bit underwhelming sometimes to blocks but hey they're blocks not an infestation of spiders, works great on them! Thanks jTurp you've enhanced the game! I'm probably not going to deliberately induce a bug, but i'll let you know if something doesn't seem to be working properly or if you want something tested hmu. Good hunting!
jTurp  [author] 5 Feb, 2023 @ 5:14am 
@jushdrug

I tried those steps and it did not produce an error state for me. You also can’t spam click grenades due to the consume effect. If you have a world where the issue is present I’ll need that.

And as for uranium, to make them a bit harder to create a ton of them early on :)
jushdrug 4 Feb, 2023 @ 8:54pm 
why do the new explosives require Uranium? That makes no sense.
jushdrug 4 Feb, 2023 @ 8:23pm 
repro steps for issue #3:
1. get a bunch of proximity mines and MK2 nades in your inventory in survival and place them on your hotbar.
2. then spam click mines until you placed say 3 of them.
3. immediately spam click nades and you should see mines being thrown without animation.
4. eventually your character should start throwing nades like normal again.
jTurp  [author] 3 Feb, 2023 @ 8:14pm 
@Sensational Being

I wanted that as well, but it would require custom code when Keen's api has a ready built method to give them their defined damage effect. Maybe one day I'll write something up, but not really a priority
Sensational Being 3 Feb, 2023 @ 7:56pm 
I'd like to suggest that the EMP uses some kind of general electrical effect on affected grids so as to distinguish when they've been damaged to non-functional beyond being under the influence of the EMP.
jTurp  [author] 2 Feb, 2023 @ 7:05pm 
Okay the position issue should be fixed now
jTurp  [author] 2 Feb, 2023 @ 5:18pm 
@Sensational Being

Okay I think I see the issue with moving grids, will have it fixed up soon

@jushdrug

I'm not seeing the issue with #3 with the wrong type being spawned - tried in offline and on my DS
jTurp  [author] 2 Feb, 2023 @ 3:48pm 
@Sensational Being

It should be placed where your character is pointing when you press the button, not where you are pointing after the short delay
Sensational Being 2 Feb, 2023 @ 3:10pm 
Placing things like C4 and shape charges on a mobile grid is not ending up where my character is pointing. Some grid speeds of about 10 mps.
jTurp  [author] 2 Feb, 2023 @ 11:11am 
@jushdrug

1. They are all just blocks at the end of the day, that is true of all placed / thrown explosives. I'll look into a way to prevent it, though, thanks

2. Proximity charges only go off for *enemies* - it won't trigger for the one that placed it or their allies

3. I'll check this out, thanks!

4. All explosives are just telling SE to generate an explosion at the given location, they are not using any custom logic.. that could be an issue with vanilla explosions if that's the case
jushdrug 2 Feb, 2023 @ 12:24am 
found some bugs :
1. the white smoke (possibly others too) can be ground down or welded once thrown. You just have to get really close to them. i used a jetpack.
2. proximity charges don't trigger on approaching them after placement or after shooting them. They do seem to go off from explosions though.
3. trying to lay several proximity charges in quick succession and then throwing some grenades has caused more proximity charges to be placed instead, I think even more then i had in my inventory.
4. explosives don't damage subgrids but kick them around after detaching them.
Sensational Being 1 Feb, 2023 @ 7:39pm 
Works as advertised
jTurp  [author] 1 Feb, 2023 @ 7:25pm 
Done :D
jTurp  [author] 1 Feb, 2023 @ 4:50pm 
Yeah, I'll just turn the EMP into a sticky grenade. But I think a minute is a bit long.. maybe 30 seconds for blocks :)
Sensational Being 1 Feb, 2023 @ 4:35pm 
Could we get a sticky variant of the EMP like the plasma grenade? The idea would be to throw them at drones, which is hard to catch them at the moment.
Sensational Being 1 Feb, 2023 @ 4:33pm 
In my opinion, a minute wouldn't be too long if the blocks have to turn back on at all.