

Allows objects that normally can't break to break, and anything on top will fall down with gravity. Protects walls and floors by default.

The mod watches real REPO damage events and turns them into destruction events.
That means:
| 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 |
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