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"Energy Shield"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2976604125
and "Defensiv Shields"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1365616918
The later being the one usually used with weapon core but also has a vanilla version as far as i am aware.
and then there is the new kid on the block Structural Reinforcement
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029470356
Is that one compatible?
If shields are present they will take all the damage and spread will never happen. So yes they work with shields?
Weapon core uses its own projectiles so this mod is not needed. If you are mixing weapon core and vanilla weapons this mod will work as intended for vanilla but i have no idea if it will mess with WC damage.
Easy answer is no, you dont need this mod with weapon core.
at Shrapnel.Core.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
I think it's called as part of a render loop which then does a fatal exit. I did notice lots of X-Y-Z graph style square particles in my game after large explosions. Really like your mod so thought I would post to help it out. Also I truncated most of the output since it doesn't fit in the post.
Does it work with the Ravenbolt's Compact Weapon System? I'd rather use it if possible.
Check out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1598924014
It should still work. Use the OKI mod too.
offspring try the Shift+F11 page and see what error are coming up. it may be a class conflict cause i use the class "Core" in most of my mods.
thx for the fast Reply - yea, needs testing what makes sense and what not - as always!^^
About reupload yea - always an issue with this workshop xP (i wish you could just have more control over your work not getting pirated but also able to allow others to simply update outdated mods even without the creators action! - a bit like a wiki works... - but for now we're stick with this method of C&P reuploads xP - dependent on the reuploaders sanity to label/differentiate his version and giving proper credit!)
Say we have 1000 overkill damage. Only 800 damage will be split between neighboring blocks.
If there are 4 neighbors that would be 200 damage per neighor.
A neighbor dies it also spreads 80% overkill damage.
Essentially no matter how strong the weapon it can only spread up to 5 times.
(i have an increasing factor in mind, after the first block is destroyed 33-50% of the remaining dmg is dealt to the adjacent blocks, after they got destroyed another 50-66% of the remaining dmg is applyed and a third time max 66-80% of dmg is applyed befor the rest get's cut off (if there is dmg remaining!)
Shrapnel only spreads overkill damage so it would only spread the remaining 5-11 damage from the last tick divided between neighbours.
If you want I can modify and release a mod that spreads all incoming damage a bit.
I'm putting together a modpack for combat balance, much like my other modpack for quality of life. I'd like to list this mod as a dependency in it, if that's alright with you. I'd also be listing all contained mods in the description of the modpack, along with a small blurb about what each mod does plus attribution and link. :)
[code]
BoundingSphereD sphere = new BoundingSphereD(pos, deltaDamage/500f);
MyExplosionInfo bomb = new MyExplosionInfo(deltaDamage*0.6f, deltaDamage*0.6f, sphere, MyExplosionTypeEnum.BOMB_EXPLOSION, false, false);
[/code]
My code does the following:
[code]
// total over kill damage devided by the number of neighbours
// that times the reduction multiplier 0 to 1
// that times the blocks general reduction multiplier 0 - 1
float damage = ((OverKill / neighbourCount) * ReductionMult * generalMult);
neighbour.DoDamage(damage, MyDamageType.Bullet, true);
[/code]
You gain area of effect damage.
You take a large performance hit. An explosion is expensive. Having one trigger each time a block is destroyed is bound to cause performance issues.
You are also loosing any ability to control how much damage is being done to blocks. Explosions apply deformation damage not direct HP damage. From my testing with explosions it doesn't matter if the damage you set is 1 or 100,000 things will deform and take damage roughly the same way.
When choosing this mod:
Spread is limited to the grid.
Damage is predicable and can be effectively balanced around.
The performance cost is as low as i could make it.
In both cases overkill has a chain reaction.
As far as I can tell both spread out remaining "overkill" damage to surrounding blocks. Is it how the two mods spreads out the damage? Your mod and comment section clearly state the mod spreads out the remaining damage to adjacent, connected blocks. The other mod, at least in the pictures, seems to have a larger radius of affect or is it the same? Chain reaction?Thank you for your time.