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hell_yeah-MapDestruction-1.8.1 icon

MapDestruction

Destructible maps for BONELAB. Walls, floors and terrain dent, crack and break with their original textures, exposed rebar, rubble, dust and the game's own sounds. Voxel-based and VR-friendly.

Date uploaded 2 days ago
Version 1.8.1
Download link hell_yeah-MapDestruction-1.8.1.zip
Downloads 973
Dependency string hell_yeah-MapDestruction-1.8.1

This mod requires the following mods to function

bonelib-BoneLib-3.1.4 icon
bonelib-BoneLib

A BONELAB mod for making life easier for other mod creators.

Preferred version: 3.1.4

README

Map Destruction

Hit the level hard enough and it gives way. Swing a sledgehammer, throw something heavy or open fire: walls crack, floors cave in, metal dents and pillars snap. The level keeps its own textures and lighting the whole time.

Features

  • Breaks the map itself, not just props. Concrete, brick, rock, plaster, wood, metal and terrain each break their own way.
    • Concrete chips into craters and eventually punches through. A 20 cm wall takes two or three sledgehammer hits, and thick walls can be dug all the way through.
    • Metal dents first and only tears under heavy force.
    • Wood splinters, and plaster gives way easily.
  • Looks like the original. Damaged surfaces are cut out of a copy of the original mesh, with the same textures, UVs and lightmaps. Newly exposed cross-sections are shaded to match.
  • Rough, realistic breaks. Material comes off in angular chunks rather than round scoops. Rims are chipped, and cross-sections have irregular relief with fractured ridges, textured without stretching. Each material breaks its own way:
    • concrete and rock break in chunks
    • brick breaks in flat, horizontal pieces
    • plaster comes off in thin flakes
    • wood splits along the grain
  • Real holes. Collision is rebuilt with the damage, so props fall through holes and you can climb through them.
  • Things fall down. Chunks that end up disconnected drop as physics objects. Poles, trees, signs and thin columns topple when you cut through them.
  • Effects:
    • Chips fly off and pile up as rubble, and the rubble drops again if the floor under it breaks.
    • Dust is tinted by material, and metal throws sparks.
    • Optional crack decals spread from each impact and grow with repeated hits. They are off by default.
    • Concrete that is cut deep enough shows a rebar grid inside.
  • Game sounds. Breaking, denting and collapse sounds come from BONELAB itself. They play through the game's own 3D audio mixer.
  • Haptics. The hand holding the weapon gets a hit pulse, plus a heavier knock on big breaks.
  • Built for VR. All work runs on a per-frame time budget, and big meshes are prepared on a background thread. If your frame rate drops, effects scale down automatically.

Requirements

  • BONELAB (PC) with MelonLoader 0.7.x
  • BoneLib 3.1.4 or newer

Installation

Install with r2modman or the Thunderstore Mod Manager. To install by hand, put Mods/MapDestruction.dll in BONELAB/Mods.

First launch: the mod reads the game's asset files in the background to find the original shapes of meshes the game keeps locked. This can take a few minutes the first time and is cached afterwards (UserData/MapDestruction_meshindex.bin). Surfaces that need it start breaking once indexing finishes, and a notification tells you when.

In-game menu

Open BoneMenu and go to Map Destruction.

Section Options
Top Status line (tap for stats), Enabled, Repair Level
Presets Realistic, Arcade, Performance, Ultra
Destruction Damage x, Min Impact, Allow Holes, Bullets Break Map, Bullet Energy, Punches Break Map, NPC Body Impacts, Falling Parts
Effects Chips & Rubble, Dust & Sparks, Cracks, Rebar, Debris Amount, Rubble Time, Haptics, Sounds, Sound Volume
Advanced Original Meshes, Proxy Visuals, Proxy Max Tris, Auto Performance, Notifications, Debug Log, Rescan Map, Log Stats

Presets

Preset Damage Debris Rubble stays Notes
Realistic 1x 1x 240 s Default. Based on real material strength
Arcade 2.5x 1.6x 300 s Lower impact threshold, stronger bullets, punches break walls
Performance 1x 0.5x 60 s Smaller processing budget
Ultra 1x 2x 600 s 7 cm voxels (from the next level load), bigger budget

All settings are also saved in UserData/MelonPreferences.cfg under [MapDestruction].

Compatibility

  • LabFusion: works, but destruction is local only. Other players won't see your holes. The mod tells you this once when you're in a server.
  • Custom maps: static level geometry with colliders is picked up automatically. There is no per-map setup.
  • Glass: left to the game's own glass breaking. Fixed glass in the map is never carved.
  • Doors, drawers and levers: anything on a joint or with a grip is ignored, so it keeps working.

Known limitations

  • Holes follow a 10 cm voxel grid. Rims are cut cleanly along the original surface, but the inside walls of a hole can look slightly blocky.
  • Some complex decorative meshes that the game keeps locked are left intact on purpose, so they don't break with the wrong look. They still give dust, sparks and sound.
  • Transparent materials and skinned meshes are not affected.
  • Destruction is not saved between level loads.

Troubleshooting

  • If nothing breaks, look in MelonLoader/Latest.log for lines starting with [MapDestruction]. The first impacts on each level are logged with the reason when something can't break.
  • Turn on Advanced → Debug Log for per-object details.
  • Log messages from this mod are written in Korean. The in-game menu and notifications are in English.
  • When the game runs slow, the mod logs how much time it spent per frame and in which part. Include those lines when you report a performance problem.
  • If the game ever closes while the mod is calling a risky engine function, the mod turns that feature off on the next launch and shows a notification.
  • Repair Level restores the whole level at any time.

CHANGELOG

Changelog

1.8.1

  • Polished broken surfaces so they no longer look low-poly:
    • Removed the regular pyramid pattern inside craters. Cross-sections now have natural, irregular relief with ridges where fractured faces meet.
    • Textures inside craters no longer stretch into streaks. Each face is projected along its own direction.
    • Only real edges (over 45 degrees) are shaded sharp. Everything else is smooth.
    • The bright jagged band around hole rims is gone. The rim lip now faces sideways, is lit like a broken edge, and continues the wall texture.
    • Chipped flakes around rims have rounded, irregular outlines instead of square steps.
  • Exposed rebar is now matte, dark rust instead of looking like shiny glass tubes.
  • Damage amounts, collision and performance are unchanged.

1.8.0

  • Breaks now look rough instead of round and smooth:
    • Material breaks off in angular chunks, so crater outlines are jagged instead of circular.
    • Brittle materials blow out wider at the surface, in a cone shape.
    • Crater rims are chipped, with shallow flakes missing around the edge.
    • Exposed cross-sections have fine relief and sharp fractured edges.
  • Each material breaks its own way:
    • concrete: medium chunks
    • rock: large, coarse chunks
    • brick: flat, horizontal pieces
    • plaster: thin, wide flakes
    • wood: long splits along the grain
  • Collision stays smooth, so props don't snag on the rough surface.

1.7.0

  • Big stutter fix. Damaged surfaces are now subdivided only near the damage instead of across the whole 1.6 m chunk. Rebuilding a damaged wall section went from about 230 ms to about 3 ms in testing, with no gaps.
  • Collision meshes for damaged areas are much lighter, so physics cooking is faster.
  • Fixed glass is skipped entirely, so hitting a window no longer damages the wall next to it.
  • The profiler now logs single-frame spikes, plus the maximum frame time and spike count.

1.6.2

  • Thick walls can now be dug all the way through. Hits past the middle of a wall were wrongly rejected as "not map geometry".
  • Digging deeper no longer slows down. The bottom of a hole now breaks like a fresh surface.
  • Deep hits now produce chips, debris and sound in proportion to what they remove.

1.6.1

  • Fixed grabbable doors getting stuck. Objects on joints or with grips are no longer treated as map geometry.
  • Fixed see-through holes and parts falling off machines. Fixed glass was being carved away meters at a time.
  • Crack decals are now off by default. Turning them off clears the existing ones.
  • Performance:
    • Light scraping contacts are pooled into one impact.
    • Impacts at the same spot are merged.
    • Collision mesh updates are batched.
    • Physics cooking is faster.
    • Only chunks that actually changed are rebuilt.
    • Small debris no longer casts shadows.
    • Debug logging is turned off once.
  • Added a built-in profiler. When the game runs slow it logs where the mod spends its time, and the menu status shows the mod's time per frame.

1.6.0

  • Reorganized the BoneMenu into Presets, Destruction, Effects and Advanced pages.
  • Added a live status line and a menu logo.
  • Repair Level now asks for confirmation first.
  • Added presets: Realistic, Arcade, Performance and Ultra. Values in the menu update right away.
  • Added automatic performance scaling. When frame time stays above about 13.9 ms, debris, dust and physics chunks scale down to 60% and then 35%. They recover when frames are fast again, and slow motion is ignored.
  • Added controller haptics on breaks.
  • Added in-game notifications for:
    • level ready
    • first-run indexing progress
    • presets
    • repairs
    • safety shutdowns
    • LabFusion servers
  • Verified against BoneLib 3.2.2.

1.5.0

  • Added flying chips that settle as rubble and drop again when the floor beneath them breaks.
  • Added material-tinted dust and metal sparks.
  • Added spreading cracks that grow with repeated hits.
  • Added exposed rebar inside deep concrete damage.
  • Physics debris that comes to rest now stays as rubble.

1.4.1

  • Fixed wrong texture scale and placement on some surfaces. Simplified fallback visuals are now off by default.
  • Terrain and very large meshes can break. They are prepared in the background so the game doesn't stutter.
  • Added support for LZMA-compressed asset bundles.

1.4.0

  • Locked meshes are now read from the game's asset files, so they break with their original look.
  • Already damaged spots, including deep craters, can be hit again.

1.3.2

  • Fixed a crash when reading locked meshes from GPU memory. That path is now off by default.
  • Added a guard that turns a risky feature off automatically if the game closes during it.

1.3.1

  • Complex objects without readable meshes are left intact instead of breaking with a blocky look.
  • Their colliders are protected, so there are no invisible holes.

1.3.0

  • Small objects (poles, trees, signs, thin columns) topple when cut through.
  • Improved fallback visuals.

1.2.0

  • Added fallbacks for surfaces whose meshes can't be read directly.