True Nukes


Adds realistic nuclear blasts, and more nuclear options, including various scales of atomic artillery shell, as well as atomic cannon shells. Also adds thermobaric weapons (these are like fuel air bombs), which act as early game nukes. Simulates the blast wave, thermal impact, crater and fireball of nuclear weapons.

Content
11 months ago
1.0 - 1.1
43.3K
Combat

i [Implemented] Option to leave resource fields with ores

3 years ago

The way the nuclear artillery works is by placing landfills over the blast radius. The unfortunate side effect of this is that resource fields are completely lost. I love using True Nukes as I play with large biter nests, but I hate having to judge where to fire the nuke to avoid obliterating resource ores.

I know the effect is probably realistic but it has too many negative side effects when playing the game, and I find having to use other methods to clear biters near/on resource patches.

3 years ago

Hi,
The destruction of the resources was a somewhat unintentional side effect of the way I destroy everything in the fireball. Thinking about it, it kind of isn't realistic, and does detriment gameplay, so I will change this for the next release (whenever that is - I have a few things I want to include).
Glad you like the mod!

3 years ago

The change is in!!!

3 years ago

Hi mate. Many thanks for getting back to me. I've been playing and I can't quite seem to get it to work.

I have craters filling with water turned off, and have enabled the new crater system. When I fire at a resource area the resource area is still obliterated and is replaced with black, scorched earth with no resources.

I thought it might be to do with RSO so I switched that off, but the behaviour was the same. I also couldn't walk over the detonation area (once the nuclear radiation had cleared). It acted like a water where I would be running but not moving anywhere.

Switching back to old crater style, I am able to walk over the detonation area as normal.

Could you please look into this? As mentioned I love your mod but can't use it as much as I would like due to having to tiptoe around resource areas. I recently started a max biter setting (600% size and 600% frequency) in anticipation of this fix and I am at the point of refining Uranium ready to obliterate the insane amount of biters surrounding me. But I can't until this fix is in without obliterating resources.

Many thanks

3 years ago

Most of this is deliberate - I might not have explained it very well though.
The resources are still eliminated inside the crater, the main difference is that they are no longer eliminated in a large area around the crater (originally the entire fireball removed resources, which is a huge radius compared with the crater) I didn't realise that you meant the setting to prevent the nukes from destroying resources in the crater.
The new crater system is very different to the old one: The 'high' area around the crater is impassible, but can be mined like any other tile (e.g. concrete), and the inside area is like a hole (so needs land-filling) Craters-filling-with-water has no effect on the new crater system as a setting, as it only applies to the old system (I kind of forgot it existed in the new update) this is because the purpose of the setting is mostly to prevent problems the old system had with destroying buildings built on the crater, which the new system does not have (as you can landfill the crater in advance).

TL;DR: You should find the mod is now less aggressive in destroying resources around the crater, so less tip-toeing is needed (fire the nuke just outside of the resources). If you can't pass the new crater, try deconstructing it with drones, laying concrete over it, or mining it (with a tile in hand), then landfilling the middle.

Just generally, I am interested in what you think of the new crater system - I wasn't sure if it would be really cool, or kind of weird, so what do you think?
And on the original topic: is the 'crater only' approach to resources enough, or would a 'don't remove any resources' setting be better?
Thanks.

3 years ago

Sorry for the delay mate, just started a new job and have been super busy.

Thanks for getting back. Your message has cleared up a lot of things. Now I understand how it works I think it is quite cool that you need to use landfill for the hole and can tile the full blast area. It is like treating and bringing the Earth back to a usable state after razing it, so I think the new system is much better.

As for the resource issue, I do think a setting for not removing any resources is needed. While the system has been improved, it still requires too much micro management, which is more evident the more you increase biter base size, biter frequency, resource size, and resource frequency.

As I mentioned I am currently playing a 600% biter size and frequency death world game and I urgently need to obliterate the surrounding map as it is completely infested with biters.

So I would be over the moon if you could implement this as soon as you can :)

3 years ago

I have added the setting in version 1.8.0
Enjoy!!

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