I was more using the Davy Crockett to show where the idea for a portable nuke weapon came from, and why the huge phallic “gun” mininuke launcher has a really short range compared to the size of its bast and fallout.
So… given some wikipedia-ing that a RL nuclear minimal yeild is about 1/2 a kiloton.
Yea big… and weighs somewhere in the range of 100kg.
I gather that we may want to add a proper suitcase nuke of sorts (perhaps a ‘top secret’ version deployed to destroy portals, labs or fungal spires… and somewhat heavier and less reliable homebuilt version craft-able by our budding post-cataclysmic nuclear engineering.)
Then rename the current ‘mini-nuke’ to something else more appropriate.
In the 60s, it was possible to build a 23kg nuclear device. 80 years on - who knows what’s possible?
Pretty sure they already added this…
{
"id": "mininuke_act",
"type": "TOOL",
"symbol": "*",
"color": "light_green",
"name": "mininuke (active)",
"name_plural": "mininukes (active)",
"description": "This miniature nuclear bomb has a light blinking on the side, showing that it will soon explode. You should probably get far, far away from it.",
"price": 0,
"material": ["steel", "plastic"],
"flags": ["LEAK_DAM", "RADIOACTIVE"],
"weight": 4071,
"volume": 3,
"bashing": 8,
"cutting": 0,
"to_hit": -2,
"max_charges": 0,
"initial_charges": 0,
"charges_per_use": 0,
"turns_per_charge": 1,
"ammo": "NULL",
"revert_to": "null",
"category": "weapons",
"use_action": {
"type": "explosion",
"sound_volume": 2,
"sound_msg": "Tick.",
"no_deactivate_msg": "You've already set the %s's timer, you might want to get away from it.",
"explosion_power": 600,
"explosion_shrapnel": 0,
"fields_type": "fd_nuke_gas",
"fields_radius": 40,
"fields_min_density": 3,
"fields_max_density": 3
}
}
[quote=“Blaze, post:25, topic:6420”] {
"id": "mininuke_act",
"type": "TOOL",
"symbol": "*",
"color": "light_green",
"name": "mininuke (active)",
"name_plural": "mininukes (active)",
"description": "This miniature nuclear bomb has a light blinking on the side, showing that it will soon explode. You should probably get far, far away from it.",
"price": 0,
"material": ["steel", "plastic"],
"flags": ["LEAK_DAM", "RADIOACTIVE"],
"weight": 4071,
"volume": 3,
"bashing": 8,
"cutting": 0,
"to_hit": -2,
"max_charges": 0,
"initial_charges": 0,
"charges_per_use": 0,
"turns_per_charge": 1,
"ammo": "NULL",
"revert_to": "null",
"category": "weapons",
"use_action": {
"type": "explosion",
"sound_volume": 2,
"sound_msg": "Tick.",
"no_deactivate_msg": "You've already set the %s's timer, you might want to get away from it.",
"explosion_power": 600,
"explosion_shrapnel": 0,
"fields_type": "fd_nuke_gas",
"fields_radius": 40,
"fields_min_density": 3,
"fields_max_density": 3
}
}
[/quote]
Should probably start fires here and there. Radiating that much of an area would likely discourage their use, but wev.
Json entries are only capable of dispersing on type of field as far as I know.
I figured that the radioactive gas of a nuclear device would extend far beyond the actual explosion. That’s one of the problems with tactical nuclear weapons after all.
Besides, radioactive gas dissipates quite quickly in game. A regular nuke only disperses around 15 minutes worth of gas.
The gas disperses quickly, but it should leave the area around irradiated.
It does. I’d say each square has around 40 radiation after the gas fully dissipates.
somultiple different military black bockes should hold split information for a really good nuke… where theres a crafting recipe where you combine all the other recipie components to make the nuclear blueprints
=note, the components for the main blueprint recipie should all be readable where it unlocks the recipe for nuclear blueprint
The current nuke already 1 shots just about everything thats remotly close to the inititial explosion. If it is any stronger what would you want to kill with it? Oh well it should do what it promisses regardless… or make a joke of it like a survivor note complaining about how it underperformed for him.