RimWorld

RimWorld

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Blast Forge
   
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Mod, 1.6
File Size
Posted
Updated
4.199 MB
31 Aug @ 10:22am
6 Sep @ 10:47am
3 Change Notes ( view )

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Blast Forge

Description

💭 This started as a little framework for better particles in another mod idea. It ended with me falling down a rabbit hole and emerging with this: a high-performance, flexible special effects engine.


📜 Core Features

🩹 With a simple, non destructive harmony postfix, the framework allows overriding explosion effects. The system also supports multiple effects per explosion type for random selection.

💥The framework comes with overriding samples for Antigrain Warhead, Bomb, Flame, EMP, Stun, Extinguisher and Smoke explosion types. (They don't include any damaging particles, only visuals. Although the mod allows adding damaging particles to effects as well.)

📰 All effects are producible with XMLs, allowing for easy creation of multi-stage effects, each with unique timing, physics and visual properties.

✨ Hybrid Particle System: Instructions can spawn either purely cosmetic Fleck objects or mechanically functional Projectiles. This allows for a mix of visual flair and damaging components within a single effect definition.

🚀 Performance: Features optinal particle count, projectile count and collision level settings both globally and effect specific; for every needs from silky-smooth performance to an absolute "blast" of an on-screen action.

I haven't seen myself a fps below 60 with the most demanding explosion "Antigrain Warhead" (single blast) with full collision settings (i5-12500H, RTX 3050 Ti laptop).


⚙ Mod Settings ⚙

Harmony patch to override explosion visuals can be turned on and off.

A multiplier to globally increase or decrease the number of particles for performance tuning.

A multiplier to globally increase or decrease the number of projectiles (if they are used).

A slider to limit mod's global collision level: None, Walls, Buildings, Pawns, Plants&Items.


🚧 System Architecture (For Modders)

⚙ SingleTakeDef: The top-level definition for a complete effect sequence. Can contain multiple FleckInstructions.

⚙ FleckInstruction: The data class for a single volley of particles with scale, color, spawn properties, direction, fire arc, collision and projectile properties.

⚙ RunningEffect: The runtime class that executes a SingleTakeDef for a specific launcher.

⚙ BlastMatchDef: Makes it possible to assign multiple SingleTake sequences randomly to a single explosion type.

⚙ Things can change with new updates, but mod .xml files contain tips and updated examples for everything.


🧩 Compatibility

★ The forge utilizes a non-destructive Harmony postfix on Explosion.StartExplosion. It does not alter vanilla explosion damage, sound, or other mechanical behavior, only adding visual effects on top.

★ Effects system can spawn standard Projectile objects using the vanilla Bullet class by default. This ensures high compatibility with mods that alter combat mechanics, including Combat Extended.

★ Can be installed to existing saves. Can be uninstalled on the go with a single error that should be fixed on the next save.


💭 Future Ideas

● Adding sound options.
● Changing that antigrain explosion visuals.


✒️ My other mods:
Anti-Blight and Firefoam Dispensers
Circuit Breaker


‎ ㅤㅤㅤㅤ
12 Comments
Darius Wolfe 13 Sep @ 9:57am 
Very cool. Will give this a shot in my current playthrough.
blues  [author] 13 Sep @ 3:48am 
Thanks for the nice words and support, all.

Darius, the videos are there. Use the horizontal slider under the media section.
Chime 12 Sep @ 5:45pm 
This is underrated. Effect feels more cinematic and fits the game better then the other explosion revamps imo.
Darius Wolfe 9 Sep @ 5:21pm 
Any videos of this in effect? I feel like the static pictures aren't really selling it.
тетеря, блин 9 Sep @ 3:04pm 
wow.
June 8 Sep @ 1:35am 
best mod in a long time. been experimenting with the xmls and just changing a few values gives coplete controll over the explosions. an in game menu would be spectacular but as it stands: great mod biggest fan here xD
Chime 6 Sep @ 4:34pm 
beautiful explosion effects
Bayonet 6 Sep @ 11:28am 
niiiice
Agent John Smith 6 Sep @ 11:18am 
:FireStrike:
blues  [author] 6 Sep @ 11:00am 
@Bayonet, @June, have a blast.

New update released:
- Code refactored.
- New mod settings.
- Vortex behavior added.
- New textures added.
- New explosion replacers added.