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Destructible Environments
Allows objects that normally can't break to break, and anything on top will fall down with gravity. Protects walls and floors by default.
| Last updated | 3 hours ago |
| Total downloads | 40 |
| Total rating | 1 |
| Categories | Mods Client-side Server-side |
| Dependency string | Omniscye-Destructible_Environments-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Destructible Environments v1.0.0
Allows objects that normally can't break to break, and anything on top will fall down with gravity. Protects walls and floors by default.

Changelog 1.0.0
- Release of Destructible Environments
What This Mod Does
- Makes tons of normally unbreakable map objects break into pieces.
- Objects sitting on destroyed props fall down instead of floating there like cursed shelf ghosts.
- Grenades, explosions, guns, heavy impact colliders, and enemy explosions can trigger destruction.
- Protects walls, floors, ceilings, truck areas, start room stuff, extraction, and big level shell pieces by default.
- Works online with host authority.
How It Works
The mod watches real REPO damage events and turns them into destruction events.
That means:
- bullets damage props after some shots
- explosions break nearby objects
- heavy hurt colliders can trigger destruction
- broken props spawn physical debris
- objects resting on top get released and fall with gravity
- big structural map pieces are filtered so the level does not delete itself
Config Settings
| Setting | Default | What it changes |
|---|---|---|
TrueMeshHoles |
true |
Cuts real holes in readable runtime meshes |
ProxyFractureForUnreadableMeshes |
true |
Uses optimized fracture chunks when the mesh is read/write disabled |
HostAuthoritativeOnly |
true |
Keeps online destruction tied to host/master authority |
MaxMeshVerticesForCutting |
22000 |
Meshes above this use fracture chunks instead of CPU mesh cutting |
MaxCutsPerFrame |
3 |
Limits expensive mesh work per frame |
MaxFragmentsPerImpact |
14 |
Caps debris chunks per impact |
BulletHoleRadius |
0.34 |
Bullet destruction radius |
BulletEnergy |
26 |
Bullet impact strength |
BulletEndpointFallbackRadius |
0.55 |
Helps bullets hit props reliably |
ExplosionRadiusMultiplier |
1.65 |
Scales explosion destruction radius |
MaxExplosionTargets |
18 |
Caps how many objects one explosion can affect |
BreakStaticMapProps |
true |
Lets eligible map props actually break |
StaticMapPropBreakEnergy |
30 |
Energy needed to break static props |
ReleaseSupportedObjects |
true |
Makes objects on top fall after support breaks |
SupportReleaseHeight |
1.4 |
Scan height above broken objects |
MaxSupportReleaseObjects |
16 |
Max objects released from one broken support |
FragmentLifetimeSeconds |
18 |
How long generated debris sticks around |
Notes
- Walls and floors are protected by default.
- Truck/start room/extraction stuff is protected by default.
- Small and medium props are the fun zone.
- If something was sitting on a destroyed object, it should fall down.
- Explosions are the most destructive.
- Guns chip and can break props with enough hits.
- Online works through host authority.
Credits
- Created by Omniscye / Empress
- Break the props, not the whole damn map lol
Discord
If you need support for my mods or just want to hang out, join my personal Discord server: https://discord.gg/WZ6fWG4v3u