Support | News | Classic | F.A.Q. | Discord | Discussions | Wiki | Roadmap

Handled with care


Mod name: Explosive charge (Safe mode)

Mod folder: explosive_charge_safemode
Version: 0.15.18_20220831
Compatible with Cosmoteer 0.15.18
This mod adds fire mode to explosive charge.
The player can toggle fire mode of explosive charges.
✅ Fire at will: Auto-triggered explosive when enemy is within range.
✅ Hold fire (default): explosive charge can be triggered manually.
✅ Reduced part damage range when exploded.


Download

Google Drive:
0.15.18 explosive_charge_safemode.zip ( ~ 6kB )
0.14.15 explosive_charge_safemode.zip ( ~ 6kB )

Please refer to How to install mod packages for installing zipped mod in-game.


Screenshots

Toggled fire mode to fire at will at a explosive charge.
image https://i.imgur.com/3RoLg2e.jpg


Explosive charge would detect approaching enemy and auto-detonate.
You have 0.7s to escape into safe zone.
image https://i.imgur.com/LGbFODd.jpg


BEFORE with vanilla explosive charge.
Area damage has a 3-tile radius, damaging nearby structures for chain reaction.
image https://i.imgur.com/xxeFojz.jpg


AFTER with explosive charge (safe mode)
Area damage has a 2-tile radius with reduced damage.
image https://i.imgur.com/ySxVtBz.jpg


FAQ

Q: When this mod could remotely be useful?

This mod was inspired by the forum community

Northerner I have some splitter ships I want to use in my mod but I want them to actually split, using the explosive charge. Is it possible to mod the AI detonate explosive charges when it gets into combat range?

Possible usage

  • Auto-deploy fighters & bombers when enemy is within range (400m).
  • Impress your future mother-in-law with fireworks.

Q: May I adapt the codes for my own mod?

Yes, the mod adopts Apache license v2.0 which enables freely use, modify, distribute, & even sell the mod.
You're encouraged to adopt same license for your mod but not obligated to do so.


Q: More mods?

More light-weight mods
-Beverage maker ( ~ 0.5MB )
-Extravehicular activity (EVA) add-on ( ~ 10kB )
-Glass armor ( ~ 0.6MB )
-Ion antenna ( ~ 0.5MB )
-Snowball ( ~ 2MB )
-Susuwatari ( ~ 0.5MB )
-Custom Terran shipyard ( ~ 10kB )
-Explosive charge (safe mode) ( ~ 10kB )
-Poohs ( ~ 50kB )
-Sensor relay ( ~ 30kB )
-Railgun accelerator kit ( ~ 0.4MB )
-Hologram flag ( ~ 1MB )
-Panel line decals ( ~ 90kB )

clojelo
Gonna check out the mod now
Also nice advertisement of the poohs

image https://i.imgur.com/wjOGUus.jpg

Minion222 nice advertisement of the pooh

i didn't realize the Poohs were captured in the screenshots.
Was that considered a cross-over?

Achievement unlocked: 🏆 Poohs Extended Universe (WPEU)
You've discovered Poohs' cameo on a different mod page.

Feel free to post your starship carrier or suggest for improvements.

Anytime i see a mod by clojelo, i gotta check it out. they're always small but interesting mods

Thanks for fulfilling the request.
A bit outdated code but works.

    Lafiel A bit outdated code but works.

    Lafiel caught me red-footed.
    Any suggestion to help a ship part "see" without turret/emittercomponents?

    enter image description here

      clojelo Sensing is still hardcoded with emitters but you should be able to just use the weapon as trigger. So you may not even need to spawn a shot at all. You will need a multitoggle to unify vanilla trigger and weapon trigger with an Any and use that for the DetonateEffects. It's a bit more complicated but proper in the workings.

      Anyhow, the downside to all this is the explosive charges only detonate in range so those further behind won't detonate at the same time. Swarmer carriers can't release all at once. It's possible to use a control room to coordinate it all with a buff and even set a range, though. In theory Abh could differentiate between releasing ships and e.g. escape pods, too.

      Oh yeah, gotta check this thing out!

      Would you allow me to integrate this into my own mod? I of course would cite you as the author and have a link to this page. If that is not something you are not into I understand.

      Edit: this mod is rad AF

        Northerner Would you allow me to integrate this into my own mod?

        Yes, you're welcome to adapt code into your own mod.
        This mod uses Apache license v2.0 -- see FAQ section in original post.

        Lafiel Anyhow, the downside to all this is the explosive charges only detonate in range so those further behind won't detonate at the same time.

        Lafiel has a few insights into current method's limitations. It remains a challenge auto-synchronizing several charges for swarm tactic. Got to admit he's an artist.

        Alright, I got the control room with said features done. Only problem there seems to be a conversion bug so I need Walt to confirm it.

          That_Angry_Man The FBI does not approve of this mod

          ImNotLaffng also, to make sure they can't see you, put tape over you webcam

          CHANGE LOG

          0.14.4 - 9/1/2018
          CHANGE - Minor code optimization
          - (Lafiel's hint) Used pseudo-turret as trigger instead of BulletEmitter.
          - Removed meta bullet's components -- no actual bullet fired
          - Linked meta bullet's range to small control room's SightRadius (Sensor)
          CHANGE - Improved enemy detection & response time
          - Reduced turret fire interval to 0.1 (from 0.2)
          - Increased target search tries per frame to 3 (from 1)

          6 months later

          clojelo There is an issue with this were the auto fire function doubles or triples the damage and radius of the explosive charge.

            Northerner

            Thank you, Northerner, the bug was introduced during missile prototypes.
            Manufacturer is recalling all unsafe part from 0.14.5_xxxxxx to 0.14.6_20190209 with free replacement part.

            Change log

            0.14.6 - 2/27/2019
            FIX - AutoDetonateEffects incorrectly used DestroyedEffects/HitEffects during auto-detonation
            - Changed to vanilla DetonateEffects/HitEffects (destroy self only)

            clojelo Thank you man, you are the best!

            lOL

              a year later
              clojelo changed the title to Explosive charge (safe mode) mod (0.15.18).
                Write a Reply...