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TooManyExplosions
Is there such a thing as too many explosions? One way to find out. You can also throw landmines now.
By zapajax
Date uploaded | 6 months ago |
Version | 1.1.0 |
Download link | zapajax-TooManyExplosions-1.1.0.zip |
Downloads | 4672 |
Dependency string | zapajax-TooManyExplosions-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5README
TooManyExplosions
Not as many explosions as I would like, but that will soon change.
Features
Added Functionality
- Landmines can be disarmed, picked up, and thrown like a frisbee. Upon landing, they automatically re-arm.
- Dropping the landmine does not automatically arm the landmine.
- Only the values from the host's config file will be used when determining what is enabled and the chances for events to occur. It will not overwrite the other player's config files.
Explosive Events
- When using an airhorn, clown horn, or a gift, there is a chance for an explosion to occur. (default 5%)
- When a player lands after falling a short distance, there is a chance for an explosion to occur. (default 5%)
- On a player's death, there is a chance for an explosion to occur. (default 10%)
- On an enemy's death, there is a chance for an explosion to occur. (default 10%)
Config File Options
- Filename:
lc.zapajax.TooManyExplosions.cfg
- Enabling/disabling explosive events
- Chance for explosive events to occur
- Enabling/disabling the disarming/purchasing of landmines
Contact
If you find a problem, just send an email to [email protected]
Known Errors
- When a non-host converts a landmine to a throwable landmine, a RPC error occurs on the host side. So far, it hasn't caused any problems.
- Sometimes when a client difuses a landmine, it spawns the ThrowableLandmine without destroying the actual landmine.
- When throwing the landmine during the ship's decent/ascent, the physics acts really weird. I'm still looking into this one.
CHANGELOG
Log of Changes
1.0.3 - 2024-05-05
Landmine object codes have been implemented. Current velocity is calculated when throwing creating a more accurate throw. Landmines correctly transform when the ship leaves.
Fixed
- Landmines are automatically transformed into ThrowableLandmines when the ship leaves.
- The method for grabbing the landmine prefab now checks every SelectableLevel object for a landmine instead of the current level.
Changed
- Landmines are now temporarily deactivated via the terminal just like normal landmines. They may not appear depending on how close they are to walls.
- ThrowableLandmines can now be throw all the time.
- The current velocity of a player now affects the initial velocity of the ThrowableLandmine.
- ThrowableLandmines can only turn into Landmines while the ship is landing and when the ship has landed.
- You can now grab the ThrowableLandmine as it flies through the air.
- You can grab the ThrowableLandmine before the game starts.
1.0.2 - 2024-04-26
Fixed issues with landmine conversions
Fixed
- If ThrowableLandmine is thrown while the ship is landing, it transforms correctly into a landmine and is grabbable.
Changed
- You can throw landmine at any point.
1.0.1 - 2024-04-22
Fixed conflict issue with the Skinwalker mod
Changed
- Changed the previous method of handling Config Variables passed across the network to utilize the existing network object for NetcodeManager.
1.0.0 - 2024-04-20
Init
Added
- A Raspberry Pi