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NxLabs / Vintage Story

VSDemolitionist

GBy Greenmind

New explosives - throwable dynamite, placable detonated charges, landmines, and claymore mines.

VSDemolitionist

Description

<p><strong>Description:</strong></p> <p>VSDemolitionist expands Vintage Story&rsquo;s explosive toolkit into a full mining and demolition progression.</p> <p>Start with bark, mash, tar, and fuse production, then work your way into a growing collection of practical, irresponsible solutions for excavation, ore recovery, traps, and large-scale terrain correction.</p> <p><strong>The mod adds:</strong></p> <p>- capped dynamite sticks for general blasting<br />- banded dynamite bundles for wider excavation<br />- block-blasting charges for more controlled extraction and intact block recovery<br />- landmines for place-and-arm proximity traps<br />- claymore mines for directional proximity blasts<br />- a detonator for triggering placed charges from safer range<br />- fisherman&rsquo;s dynamite for underwater chaos<br />- tiered explosive variants with different blast sizes, damage, and ore/crystal loss rates</p> <p><strong>Config Lib Support:</strong></p> <p>Most explosive behavior can be adjusted through Config Lib.</p> <p>You can configure things like:</p> <p>- fuse time<br />- blast radius<br />- entity damage<br />- ore and crystal destruction chance<br />- custom explosion sound volume<br />- whether standard dynamite damages players or the thrower<br />- landmine and claymore grace periods<br />- claymore trigger distance<br />- detonator radius<br />- blasting charge depth and link range</p> <p>If you want more controlled mining, harsher tradeoffs, safer handling, or much larger blasts, the mod can be tuned to match.</p> <p><strong>Basic Use:</strong></p> <p>Dynamite sticks and bundles are lit by holding right click while carrying a torch, oil lamp, or lantern in your offhand. Once lit, throw them before they explode.</p> <p>Blasting charges are placed directly on solid surfaces and triggered with the detonator.</p> <p>Landmines and claymores are placed inert, then armed in place. Landmines trigger when something steps over them. Claymores are directional and trigger on targets moving through the area in front of them.</p> <p><strong>Included Systems:</strong></p> <p>VSDemolitionist also includes:</p> <p>- fuse and tar production<br />- recovery recipes for blasted materials<br />- custom explosion sounds<br />- configurable blast behavior through Config Lib</p> <p>In short:</p> <p>- make tar<br />- make fuse<br />- make explosives<br />- improve the landscape</p> <p><strong>Note:</strong> The mod includes 2 types of Tree Bark and Tree Bark Mash.&nbsp; Liquid Tar can only be made from Resiny Tree Bark/Resiny Tree Bark Mash. Tree Bark and Tree Bark Mash have no recipes associated with them and can be used as fuel for a fire.</p> <p><strong>Compatibility:</strong></p> <p>Tested on Vintage Story 1.21.6. Let me know if it works on other versions.</p> <p>I've done more thorough testing with the new tester's release (1.22.2) on VS 1.22-rc8 and everything was working, at least in single player mode.</p> <p><strong>Note:</strong> Currently Landmines can be placed on blocks that have grass, but cannot be armed without removing the grass.</p> <p><strong>Warning:</strong></p> <p>Large blasts can create huge numbers of dropped blocks and ores. In extreme cases this can cause heavy lag or make a world difficult to load. The default settings are intended to reduce that risk, but the mod can absolutely be configured past the point of good judgment.</p> <p>Recommended: use an inventory or stack-size expansion mod if you plan to do large excavation work.</p> <p><strong>Warning #2</strong></p> <p>Once lit, dynamite will explode whether or not you manage to throw it.</p> <p>Landmines and Claymore mines can be triggered by the player and do player damage in default settings.</p>

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