PEAK
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Details

Latest version
2.0.0
Last Updated
First Uploaded
Downloads
6K
Likes
1
Size
173KB
Dependants

Changelog

[2.0.0] - 2026-09-18

Complete rewrite. The old fuse-suppress loop is gone.

Item

  • Held and inventory dynamite stays unlit until primary finish-cast
  • Works like a normal pocket / backpack item
  • Mesa hazard sticks still auto-light when a player walks into wick range
  • Hazard radius config is in meters (game now squares it internally)
  • Auto-light uses the stick's current position, not the spawn-point cache
  • Pocketing can snuff a lit stick and either reset the wick or keep remaining fuse time
  • Light-on-throw stamps the wick onto the thrown clone (vanilla destroys the held stick and respawns it)
  • FuseTime is applied when a stick lights (primary, throw, or mesa)

Config

  • Full BepInEx sections: General, Fuse, Explosion, Item, VFX
  • Fuse length, light-on-throw, throw force, carry weight
  • Blast damage / range / knockback / ragdoll / item launch / line of sight
  • Fuse smoke / sparks, orphan VFX cleanup, mute + volume
  • ReduceExplosionOrbs keeps one center blast visual (extra orbs are VFX, not extra damage)
  • ExplosionSmokeLifetime fades the boom cloud early instead of deleting it
  • Config descriptions note FPS cost / savings
  • Removed BurnMultiplier, MassMultiplier, ExplosionMaxTTL, ExplosionAudioMaxTTL, and MaxExplosionOrbs

Multiplayer

  • Host handshake + gameplay config sync on Photon 167 (tony4twentys.Useable_Dynamite)
  • If the host does not have the mod, clients keep vanilla dynamite rules
  • VFX / audio (orbs, smoke, sparks, mute, volume, visual scale) stay client-side
  • Each client needs the mod to pocket and primary-light

Identity

  • Plugin GUID / Harmony id / config file are tony4twentys.Useable_Dynamite (was tony4twentys.DynamiteFuseCancel)
  • Old DynamiteFuseCancel.cfg is ignored — copy values over if you had 1.x settings you want to keep

[1.0.1] - 2025-08-12

  • Fix after Mesa Update broke it!

[1.0.0] - 2025-08-09

  • Initial release.
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