BONELAB
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Map Destruction

Hit the level hard enough and it gives way. Swing a sledgehammer, throw something heavy or open fire: walls crack, floors cave in, metal dents and pillars snap. The level keeps its own textures and lighting the whole time.

Features

  • Breaks the map itself, not just props. Concrete, brick, rock, plaster, wood, metal and terrain each break their own way.
    • Concrete chips into craters and eventually punches through. A 20 cm wall takes two or three sledgehammer hits, and thick walls can be dug all the way through.
    • Metal dents first and only tears under heavy force.
    • Wood splinters, and plaster gives way easily.
  • Looks like the original. Damaged surfaces are cut out of a copy of the original mesh, with the same textures, UVs and lightmaps. Newly exposed cross-sections are shaded to match.
  • Real holes. Collision is rebuilt with the damage, so props fall through holes and you can climb through them.
  • Things fall down. Chunks that end up disconnected drop as physics objects. Poles, trees, signs and thin columns topple when you cut through them.
  • Effects:
    • Chips fly off and pile up as rubble, and the rubble drops again if the floor under it breaks.
    • Dust is tinted by material, and metal throws sparks.
    • Optional crack decals spread from each impact and grow with repeated hits. They are off by default.
    • Concrete that is cut deep enough shows a rebar grid inside.
  • Game sounds. Breaking, denting and collapse sounds come from BONELAB itself. They play through the game's own 3D audio mixer.
  • Haptics. The hand holding the weapon gets a hit pulse, plus a heavier knock on big breaks.
  • Built for VR. All work runs on a per-frame time budget, and big meshes are prepared on a background thread. If your frame rate drops, effects scale down automatically.

Requirements

  • BONELAB (PC) with MelonLoader 0.7.x
  • BoneLib 3.1.4 or newer

Installation

Install with r2modman or the Thunderstore Mod Manager. To install by hand, put Mods/MapDestruction.dll in BONELAB/Mods.

First launch: the mod reads the game's asset files in the background to find the original shapes of meshes the game keeps locked. This can take a few minutes the first time and is cached afterwards (UserData/MapDestruction_meshindex.bin). Surfaces that need it start breaking once indexing finishes, and a notification tells you when.

In-game menu

Open BoneMenu and go to Map Destruction.

Section Options
Top Status line (tap for stats), Enabled, Repair Level
Presets Realistic, Arcade, Performance, Ultra
Destruction Damage x, Min Impact, Allow Holes, Bullets Break Map, Bullet Energy, Punches Break Map, NPC Body Impacts, Falling Parts
Effects Chips & Rubble, Dust & Sparks, Cracks, Rebar, Debris Amount, Rubble Time, Haptics, Sounds, Sound Volume
Advanced Original Meshes, Proxy Visuals, Proxy Max Tris, Auto Performance, Notifications, Debug Log, Rescan Map, Log Stats

Presets

Preset Damage Debris Rubble stays Notes
Realistic 1x 1x 240 s Default. Based on real material strength
Arcade 2.5x 1.6x 300 s Lower impact threshold, stronger bullets, punches break walls
Performance 1x 0.5x 60 s Smaller processing budget
Ultra 1x 2x 600 s 7 cm voxels (from the next level load), bigger budget

All settings are also saved in UserData/MelonPreferences.cfg under [MapDestruction].

Compatibility

  • LabFusion: works, but destruction is local only. Other players won't see your holes. The mod tells you this once when you're in a server.
  • Custom maps: static level geometry with colliders is picked up automatically. There is no per-map setup.
  • Glass: left to the game's own glass breaking. Fixed glass in the map is never carved.
  • Doors, drawers and levers: anything on a joint or with a grip is ignored, so it keeps working.

Known limitations

  • Holes follow a 10 cm voxel grid. Rims are cut cleanly along the original surface, but the inside walls of a hole can look slightly blocky.
  • Some complex decorative meshes that the game keeps locked are left intact on purpose, so they don't break with the wrong look. They still give dust, sparks and sound.
  • Transparent materials and skinned meshes are not affected.
  • Destruction is not saved between level loads.

Troubleshooting

  • If nothing breaks, look in MelonLoader/Latest.log for lines starting with [MapDestruction]. The first impacts on each level are logged with the reason when something can't break.
  • Turn on Advanced → Debug Log for per-object details.
  • Log messages from this mod are written in Korean. The in-game menu and notifications are in English.
  • When the game runs slow, the mod logs how much time it spent per frame and in which part. Include those lines when you report a performance problem.
  • If the game ever closes while the mod is calling a risky engine function, the mod turns that feature off on the next launch and shows a notification.
  • Repair Level restores the whole level at any time.
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