Useable Dynamite
Hold, pocket, and light dynamite like a real item. Mesa hazard sticks still auto-light. Full fuse, blast, and VFX configs that can help improve performance!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)
FuseTimeis 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
ReduceExplosionOrbskeeps one center blast visual (extra orbs are VFX, not extra damage)ExplosionSmokeLifetimefades the boom cloud early instead of deleting it- Config descriptions note FPS cost / savings
- Removed
BurnMultiplier,MassMultiplier,ExplosionMaxTTL,ExplosionAudioMaxTTL, andMaxExplosionOrbs
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(wastony4twentys.DynamiteFuseCancel) - Old
DynamiteFuseCancel.cfgis 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.
