No Nuke Scorch Redux Revengeance


Provides customizable options to fine-tune the environmental effects caused by nukes. Want no damage at all? Would you rather it fade away with time? Do you want them to be huge? All are options with this mod!

Tweaks
13 days ago
2.0
51
Environment

Changelog

Version: 0.9.11
Date: 01. 19. 2026
  Info:
    - Changed the corpse remover to a corpse and decoration remover. Additionally, due to inconsistencies with numbers, I instead made the remover work with the size of the nuke's wave and it gradually removes said entities as the wave spreads out. This does come at the cost of sacrificing the customizability, but I couldn't quite figure out how to keep the numbers consistent. Apologies to all.
    - Fixed a wrong date for the previous version.
Version: 0.9.10
Date: 01. 18. 2026
  Minor Features:
    - Added the setting for nuke scorch marks to remove corpses (like tree stumps, tiny plants, etc.) for cleaner scorch marks.
  Info:
    - A couple bug fixes since I wrote a couple by accident. Oopise!
Version: 0.9.9
Date: 01. 16. 2026
  Info:
    - Fixed setting descriptions being in the wrong place. Fixed a typo in the previous version changelog.
Version: 0.9.8
Date: 01. 16. 2026
  Minor Features:
    - Probably the final big update, given I don't know what else one could add to this. Added options to have destroyed ground on Vulcanus and Aquilo repair itself instead of staying permanent. It will repair by closing the outer ring of the damaged spot closer and closer to the center. Sadly, I tried several methods to accomplish this, but the biggest roadblock was that you couldn't call "allow_projection" when setting tiles in control.lua. something I needed if I didn't want a large set of entities to make this work. It also has the unfortunate side effect that nukes set off close enough to one another where the holes they make merge, you'll see the terrain fight between them while crossed. I did not want to leave this in the final version, but I was unable to find an alternative way that closed the tiles evenly overtime.
      - If anyone could help me figure out how to resolve this issue, I'd deeply appreciate it. It bugs me to leave this is such a state.
    - If you have a low end PC, you may not want to try these new auto repair settings. I need to create a surface to reference so that the tiles can be repaired to how they were before damage occured. As long as you're not too zoomed out, usually the tiny lag spikes don't occur.
    - Added ability to adjust the size of the collison box of the scorch mark. Changing this allows you to make it so scorch marks can more easily or less easily form near water tiles, depending on the size you set. Basically if the collision box of the formed scorch mark collides with water tiles, the scorch mark just doesn't appear. This is like this in base game as well, but it was harder to tell due to the permanent terrain change.
Version: 0.9.7
Date: 01. 15. 2026
  Info:
    - That's not water in Aquilo, it's ammonia! Fixed the wording for that. Also scorchmark apparently isn't a word! Added a space between all mentions of scorch marks, except in the changelog of course. Gotta have those fun memories. Also changed the Vulcanus's setting to be more similiarly worded to that of Aquilo's setting.
Version: 0.9.6
Date: 01. 15. 2026
  Changes:
    - Removed an option due to further study as to how nukes work. Turns out, the scorchmarks are not the permanent thing that appears when using the nuke. They are the temporary crater that appears, instead. The permanent aspect is actually two things: the Nuclear Ground tile-set, and the Nuclear Ground Patch decoration. Without the decoration, the tile-set looks jagged and harsh. Without the tile-set, you have this strange spotted circular ring. So, I combined them into one option. Reworded some settings for better clarity.
  Minor Features:
    - With the above in mind, I decided to look into things more. What if you want to have the scorchmarks, since they fade away over 10 minutes? Well, that negates the point of the mod doesn't it? Sort of anyway. So my solution was to add customizablity. You can now change both the lifetime of the scorchmark (How long it exists until fading away) and the scale of the scorchmark (Because frankly the default size is rather small for a nuke). Obviously you must have the "Prevent temporary scorchmarks from forming" setting disabled for these customization options to work.
Version: 0.9.5
  Info:
    - Made a tiny fix to the changelog so it can appear in game.
Version: 0.9.4
  Info:
    - Replaced compatible mods from Atomic Artillery and Atomic Artillery Redux to 2.0 versions Atomic Artillery 2 and Atomic Artillery Reborn
      - I do not have the ability to test and make sure it works completely, so please post in the discussions about any issues if you have any!
Version: 0.9.3
  Info:
    - Made a silly typo in the versions. My gosh. I am new to this!
Version: 0.9.2
  Info:
    - Made a silly typo in the description of one of the settings that has now been fixed.
Version: 0.9.1
  Info:
    - Updated for Space Age DLC.
    - Fixed application to Bob's Warfare
    - New settings option allowing you to toggle certain aspects of nukes as you see fit
Version: 0.9.0
  Info:
    - Refactor effect removal code
      - Does not overwrite existing projectiles anymore
Version: 0.8.0
  Info:
    - Added a real thumbnail image
Version: 0.7.0
  Features:
    - Added Atomic Artillery as an optional mod
Version: 0.6.0
  Features:
    - First working Version with the base game nukes implemented only. Internal only no upload
Version: 0.5.0
  Info:
    - Initial upload to mod portal. Not functioning
    - Code change but again not yet working
Version: 0.1.0
  Info:
    - Initial version of the mod. Not functioning