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No clue why they only implement half assed stuff instead of the actual content of the original mod.
If you smash your ship into a hydrogen tank, it applies deformation damage to the blocks around it.
Now, I too had some issues getting it to do as you're earlier video showed, but I did output the state of the logic behind the explosion status, and there was no additional damage applied via the mod. This is SE or another mod being funky.
Tank Explosions are working as intended, even during collisions. Not sure what the cause of the issue you are experiencing is, but you will need to provide a world file if you would like any further assistance.
Proof of functionality:
https://youtu.be/QC-ug2jQDs0
P.S. If you are altering the mod in any way (as you are looking at the code apparently)... Chances are it's you're changes.
As for you not seeing a damage threshold check in the code try line 61 in the core.cs.
I have on multiple occasions landed on a armor leg, and had the container the leg was attached to break off while the leg is 100% fine.
Can you re-run some of you're tests with the mod disabled and see what results you get?
hydrogen? So shouldn't they have the same effect as the tanks?
@SevereGastricDistress For this mod I was lazy, and just used a built-in explosion scaled up.
For now I have removed the particle effect creation, and will replace it with a particle when I figure out how to make that work as it is intended.
https://i.imgur.com/hkfohEx.png
So, what is the question?
and i bet your PC just LOVES you for it!
lol
Damage hook is async in `Adaptive Simulation quality`, thats why it causing errors!
The chemist in me states that you will not get a glow without an electron jump caused by chemical reactions in a simple release of gas in space: a white poof would be more accurate.
With youre mod this doesn't happen. Is this intended ?
Goes to show the electric variant is even more needed now