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So it's not as though the cockpit was damaged into kicking my character out and then was killed.
This is a very interesting mod, but that behavior does present a problem.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
I decided on keeping shrapnel damage because it feels the best out of all of them though.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2286546132&searchtext=UNSC
<DeformationRatio>0.4</DeformationRatio>
<UsesDeformation>true</UsesDeformation>
The blocks don't actually deform, but I guess if its flagged that way it changes how it reacts. Found an older post from 2016 where someone had figured it out as well and referenced it in a post where i basically yammered on about the same thing:
https://forum.keenswh.com/threads/solution-for-armor-deformation-destroying-attached-non-armor-blocks.7404276/
thick armor is a must with this mod.
Appreciate you posting the comment as the unsub/resub fix might help others.
2019-03-20 20:04:07.908 - Thread: 1 -> MOD_CRITICAL_ERROR: Shrapnel Damage
2019-03-20 20:04:07.908 - Thread: 1 -> in file:
2019-03-20 20:04:07.908 - Thread: 1 -> MOD PARTIALLY SKIPPED, LOADED ONLY 6/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
Sandbox.Game
at Sandbox.Definitions.MyDefinitionManager.LoadDefinitions(List`1 contexts, List`1 definitionSets, Boolean failOnDebug, Boolean isPreload)
This one seems to actually be OK, or rather it works perfectly for projectile weapons; rockets/missiles do explosion damage which really doesn't need any tweaking. . It is a very lightweight piece of code so I'm planning to leave it as is. The one change I may add is to make projectiles do damage to voxels, but I need to find a lightweight mechanic around that. Anything complicated wouldn't be a good idea as it runs every single time there's damage to anything.
My current game build doesn't have the little XYZ markers (I have seen them in previous versions) so I think it's fine and can be considered updated. Obviously keep me posted if you see anything weird or there are crashes, but there shouldn't be.
To the author: May I ask about how sharpnel damage is calculated? There is currently a piercing-projectile railgun mod, in which the overkill damage continues to travel with the projectle to impact and damage the next block, and so on until there is no overkill damage left. I don't know if two mods' overkill damage calculation will interfere with each other.