windblownleaves-ScaledFallDamage icon

ScaledFallDamage

Scales fall damage with carried weight. Lightweight and customisable.

Last updated 5 months ago
Total downloads 27306
Total rating 2 
Categories Mods BepInEx Client-side Items Hazards
Dependency string windblownleaves-ScaledFallDamage-1.0.2
Dependants 23 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

ScaledFallDamage

Don't you just HATE watching that one friend who plays much better than you make it back to the ship at 9:30 carrying 4 gold bars? I bet they feel all high and mighty, too. Look at that smug face. Fret not, for with this mod, you can watch them accidentally turn themselves into crewmate goo from a 2 meter drop, laughing maniacally as their ragdoll body flaps around the map lifelessly, letting YOU deliver the loot they were carrying. That'll teach 'em.

Developed for v50.

Features

  • Fall damage will now scale with carried weight.
  • Fall damage will start earlier, also scaled with carried weight.
  • Lightweight.
  • Configurable.

Configuration

The mod can be configured by editing windblownleaves.scaledfalldamage.cfg in the /BepInEx/config/ folder.

[FallDamage]

  • ModifySafeFallingHeight - Whether or not more weight should also make fall damage start at smaller distances. If false, damage is still increased, but safe falls will remain safe. (Default: true)
  • TuningParameter - A constant multiplier in the formula. This is NOT a direct damage multiplier, but higher values correspond to higher (and earlier) fall damage. (Default: 0.4)

Implementation

Unlike some other implementations, this mod does not hook into Update() - code is only run once each time a player lands. This is a lot more performant.

The formula used is: weightFactor = 1.0f + tuningParemeter * (carryWeight* - 1), where weightFactor is then multiplied with the internally used fallValue. In simplified terms, the game then checks this value and applies the following damage values:

fallValue > 48.5: 100 damage (death)
fallValue > 45: 80 damage
fallValue > 40: 50 damage
fallValue > 38: 30 damage

* carryWeight is a little counterintuitive in that it takes a value of 1 at 0 lbs, a value of 2 at 100 lbs and so on.

Issues

  • Configuration files do not automatically sync at this time. For a consistent experience, please make sure everyone is using the same config settings. I will address this in a coming update.

Changelog

  • 1.0.0:
    • Initial Release
  • 1.0.1:
    • Changed config code to enable LethalConfig compatibility.
    • Changed damage calculation formula. There is now a small permissible distance you can safely fall no matter what, preventing jumps with super-heavy modded scrap from killing you (looking at you, anvil).
  • 1.0.2:
    • Removed LobbyCompatibility requirement.
    • Edited readme file.