About Shrapnel Damage UPDATED
From Steam Workshop*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other…
*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work! ***
This mod tweaks the way projectile damage is applied to a grid when the targeted block is destroyed, when the projectile's damage output is higher than the block's remaining integrity.
Vanilla: the block disappears, attached blocks take some deformation damage. Modded: the block is converted to shrapnel which damages surrounding blocks whether they're attached or not.
The effect is most noticable when the damage potential of the projectile is much higher than the impacted block. The radius of the shrapnel, as well as the amount of damage dealt, is in direct proportion to how much "overkill" the projectile has.
I often use mods such as Razorton's Star Wars Weapons, and with the vanilla damage model it didn't matter whether I hit a small grid with a regular laser or a heavy turbolaser - just one block would disappear either way. With this mod, unspent damage is literally converted into an explosion.
See the pictures for examples. I've used a projectile weapon dealing 10k damage per hit (vanilla 200mm missiles deal 500, as a comparison.)
UPDATE: I've addressed the way that terminal blocks like to explode with one shot to an adjacent armour block, but can take multiple direct hits quite happily. Armour blocks do deformation damage to their neighbours when they are destroyed and blocks that can't handle deformation damage (i.e. anything except armour!) spontaneously explodes in an unfair fashion. This mod now stops that instakill magic deformation damage from dead armour blocks.
Once that magic damage was taken out non-armour blocks were lasting a lot better, so I also added a bit of a balancing factor to make armour tougher and non-armour more fragile. I feel like it's a good balance now.
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 6 yr ago.
Shrapnel Damage UPDATED on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2021-04-08, released 2021-04-08
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Shrapnel Damage UPDATED.
Run Shrapnel Damage UPDATED on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
- ✓AuthorSneaky_Weasel, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
