ScaledFallDamage
Scales fall damage with carried weight. Lightweight and customisable.ScaledFallDamage
Don't you just HATE watching that one friend who plays much better than you make it back to the ship at 11:30 PM carrying 4 gold bars? I bet they feel all high and mighty, too. Look at that smug face. Fret not, for with this mod, you can watch them accidentally turn themselves into crewmate goo from a 2 meter drop, laughing maniacally as their ragdoll body flaps around the map lifelessly, letting YOU deliver the loot they were carrying. That'll teach 'em.
Compiled for v69.
Features
- Fall damage will now scale with carried weight.
- Fall damage will start earlier, also scaled with carried weight.
- Lightweight.
- Configurable.
Configuration
The mod can be configured by editing windblownleaves.scaledfalldamage.cfg
in the /BepInEx/config/
folder.
[FallDamage]
ModifySafeFallingHeight
- Whether or not more weight should also make fall damage start at smaller distances. If false, damage is still increased, but safe falls will remain safe. (Default:true
)TuningParameter
- A constant multiplier in the formula. This is NOT a direct damage multiplier, but higher values correspond to higher (and earlier) fall damage. (Default:0.4
)
Implementation
Unlike some other implementations, this mod does not hook into Update() - code is only run once each time a player lands. This is a lot more performant.
The formula used is:
weightFactor = 1.0f + tuningParameter * (carryWeight* - 1)
,
where weightFactor
is then multiplied with the internally used fallValue
. In simplified terms, the game then checks this value and applies the following damage values:
fallValue
> 48.5: 100 damage (death)
fallValue
> 45: 80 damage
fallValue
> 40: 50 damage
fallValue
> 38: 30 damage
* carryWeight
is a little counterintuitive in that it takes a value of 1 at 0 lbs, a value of 2 at 100 lbs and so on.
Issues
- Configuration files do not automatically sync at this time. For a consistent experience, please make sure everyone is using the same config settings. I will address this in a coming update.