RimWorld

RimWorld

Extra Explosion Effects
140 Comments
Azzkal 5 Jul @ 5:20am 
This mod causes a bug that causes snow to appear during explosions and fires.
Keshash  [author] 4 Jul @ 6:42am 
Confirmed to be unrelated to this mod
moo 3 Jul @ 10:36pm 
Hi. I've confirmed this mod has issues with a minimum modlist, it conflicts with VEF.
Discord has the details
moo 3 Jul @ 5:55pm 
Hi. This mod has been isolated to spam these kinds of errors:
- Not enough squares to get to radius 7.9. Max is 1.401042E-20

I've created a spot on my discord so I can better upload the modlist for you:
- https://discord.gg/6VYwwqJCx8
- Go to #mega-moo-pack-known-bugs
- Go to the thread under EEE
Keshash  [author] 2 Jul @ 9:46am 
they should work together without any issues, pretty sure
Skull_Pancakes 1 Jul @ 10:36pm 
Sorry to bother but would this work with "Better Explosions" by NEPH?
Keshash  [author] 21 Jun @ 2:16am 
* Fixed incompatibility with 1.6 CE
József 21 Jun @ 1:04am 
can confirn that combat extended 1.6 causes worldgen to fail with this mod.
folloiwing errors are present in the dev console (mostly config errors)

"Config error in Fleck_EEE_DirtBits: FleckDef without system class type set!

Config error in Fleck_EEE_StoneBits: FleckDef without system class type set!

Config error in Fleck_EEE_LongSparkThrown: FleckDef without system class type set!"

"Exception from asynchronous event: System.ArgumentNullException: Value cannot be null.
Parameter name: key" ---> happens on worldgen failure
gh0stashes 20 Jun @ 12:18pm 
Very, very strangely, if this mod is loaded with Combat Extended 1.6, there is a map generation failure error on new game or loading a saved game, and the game returns to menu.
MagnusCerebrum 18 Jun @ 1:34pm 
just perfect for immersion
Keshash  [author] 18 Jun @ 6:33am 
* Updated to RW 1.6
AzoorFox 16 Jun @ 8:38am 
UPDATE WHEN???????????
C3EASD 8 Apr @ 6:58pm 
Can you add milira explosion effects?
Keshash  [author] 9 Mar @ 4:01am 
Oooh, that's very nice to know, thank you. I think the one I used was only on some psycast, so I locked it behind royalty just in case
Aelanna 8 Mar @ 5:41pm 
Hiya, just wanted to drop in and let you know that not all distortion shaders are locked behind DLCs. MotePsychicConditionCauser is used by the psychic emanator from Core, and thus works without any DLCs active. I've used it since 2023 in Defense Grid to add shockwave distortions to missile explosions.
望月 27 Feb @ 4:38am 
Yes!Yes!Yes!
Keshash  [author] 26 Feb @ 2:32pm 
Also updated with possible null map explosion fix
Keshash  [author] 26 Feb @ 2:32pm 
Thank you for figuring out the issue, I have included this change into the main mod
ZIRI 14 Feb @ 4:24am 
I upload a performance resolver to fix this problem in short https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427109532
ZIRI 13 Feb @ 7:57am 
i think l know what problems causing about many DirtBits staying soooooooooooooo long, it is mianly cause by the line of code "creationData.def.solidTime += radius;" when multiple explosion generate in a while make solidTime of DirtBits continuous increasing.
VNVVWVVNV 27 Jan @ 1:13am 
Sick, but confused why every rubble texture is facing THE SAME direction... or even why every rubble texture is THE SAME...
Alphaccca 21 Jan @ 5:33am 
I wish there was an mod option for royalty quake effects, specifically turning it on/off or changing the speed of the effect. It looks a bit slow in my opinion.
Farbott 13 Jan @ 10:35pm 
Do the stick bombs still have crazy antigrain tier explosion looks? Havent used em in a bit but its kinda funny that i look back on it now
Arkveld 6 Dec, 2024 @ 9:00am 
It's beautiful
望月 12 Oct, 2024 @ 5:39am 
There were so many textures that it was a big drag on my CPU
John DeWolf 2 Sep, 2024 @ 9:04pm 
Can an option for how long the debris hangs around for be added? Having issues with the razor rain mod where after a shower because of all of the explosions there are debris everywhere and it tanks the tps.
PhearedPhantom 14 Aug, 2024 @ 9:27am 
shock waves are brutal with yayos meteor
Gungrabbin' Obama 13 Aug, 2024 @ 2:01pm 
I've only found out about this mod now.
Trazyn_the_Shattered_Asshat 6 Aug, 2024 @ 5:19am 
Akin to my previous comment I would love to see adjustable sliders for duration and scale (as these are Pre-linked to individual explosion types I'd love to just adjust some, like mortars bigger whilst grenades are the same)
BalmyStar 30 Jul, 2024 @ 10:00am 
how about to make craters lifeless?
Keshash  [author] 29 Jul, 2024 @ 7:27am 
I haven't played with dlc yet, but it worked fine with just 1.5 and a lot of people seem to play alright as well. If you know how to fix something, any help is appreciated
Keshash  [author] 29 Jul, 2024 @ 7:05am 
nah it works for 1.5
Lionion 29 Jul, 2024 @ 6:18am 
Okay, so this isn't really updated for 1.5 is it?
Keshash  [author] 29 Jul, 2024 @ 6:16am 
idk, some time later, i don't have a project manager
Lionion 28 Jul, 2024 @ 3:30am 
When are we getting bugfix for anomaly?
Rariteck 23 Jun, 2024 @ 10:31am 
Not compatible with SOS2, for some reason it softlocks the space battle if you retreat from enemy ship. Maybe it can be any other from my 200 mods, but after removing it everything is fine for now. Also, great mod!
Zacky 0.0 16 Jun, 2024 @ 8:23am 
My fps turns to fpm to how many democracy we have delivery, Tho seriously I wanna have a customization option to reduce some effects/ faster fade out

overall W mod
Wiseman05 13 Jun, 2024 @ 12:11am 
Honestly I really, really like this mod. It's a nice visual enhancer that, combined with Blood Animations and Ragdolling, makes combat extremely visceral and downright beautiful to behold. If I can make a suggestion, it's to add options that help with customizing the experiences. That way, we can set how long we want craters to last, if we want filth to stay on the ground, or be able to add effects to modded weapons (I haven't tested it with modded explosions, unfortunately).

Other than that, I'm using it for my current run.
dartanyan 8 Jun, 2024 @ 11:20pm 
десять тысяч тонн тротила аборигену в жопу
Bonible 7 Jun, 2024 @ 10:35am 
Did @Aquatic's problem get fixed?
Gen1ELman 4 Jun, 2024 @ 7:54pm 
ваааау охуеееееееть моему ноуту пизда :Pig:
Trazyn_the_Shattered_Asshat 31 May, 2024 @ 9:02pm 
Loving the mod and personally have had no major issues but would love if there was a way for us to edit crater size and duration it stays for (they dissapear rather quickly imo)
Bayonet 11 May, 2024 @ 1:12pm 
With this mod, game launching with very many issues and, when i'm starting with fast start, i can have troubles with UI or pawns.
Fahrräder 6 May, 2024 @ 7:26am 
Just had the most epic fight with a mechanoid cluster, first for the colony with this mod on - my hat is off to you, good sir
DIOX 27 Apr, 2024 @ 9:11am 
beautiful but not every explosion supported
i drive. 27 Apr, 2024 @ 8:08am 
what broke exactly, auth? seems to work well so far
Luviam 26 Apr, 2024 @ 4:38am 
I Love this mod but my main gripe is that the vfx are too large.
Keshash  [author] 18 Apr, 2024 @ 1:46am 
Hmm, seems like it broke because Anomaly added those off-map maps. I'll see what I can do
Aquatic 17 Apr, 2024 @ 11:42pm 
Hey man, I was having an endless loading issue with the map generation of the teleportation/labyrinth obelisk event in Anomaly and disabling this mod resolved the issue for me.

It was these lines in the log that lead to me that conclusion: https://gist.github.com/Aqu4tic2/d1cb9306e3209ca939948f3e9e628cd0

Full log if required: https://gist.github.com/Aqu4tic2/ac17a1ef67660f7a00b0d55bac0c4594