As it was a topic of debate on a different forum, the explosion mechanic for machines has become a bit of an infuriating issue. Under the previous system of EU management, it was an uncommon penalty that occurred only when you used a voltage output from an energy storage block that machines normally can't handle (for example, switching from a Baxbox to a MFE, and forgetting to include a transformer or transformer upgrades). With the current system, over-current can occur at any moment, due to the additive nature of generator output. This is highly problematic, as not paying attention to your generator output for only a brief second can cause your machine room to become a highly devastating crater...
So instead, I'd like to propose a change to this mechanic for something that is a bit more forgiving, but accurately keeping to the nature of a resource penalty for over-current application on a machine..
Old: Destructive blast that consumes block and damages all blocks in a set radius, possibly causing a chain reaction of explosions via other machines
New: Inflict player harm effect ( equal to {EU/p}/10 hearts in damage) in a 1x1 block area around the overcharged machine, consumes machine, as well as a chance to create fire depending on the type of blocks surrounding the overcharged machine at the time of applied over-current
This mechanic change would not only be a bit more forgiving, but slightly realistic. It would allow for the loss of a machine to be slightly minimized at the sign of improper wiring, but would still enforce the notion that one must properly manage their circuits if they want to distribute large quantities of power at a time. Also, as some have pointed out in other places, machines don't become volatile sticks of dynamite once they receive over-current, but instead more likely to simply create electrical fires after the destruction of the device. As such, the new mechanic suggestion is more realistic, and more forgiving for new players and old vets returning to IC2.