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Wider Blasts
Adds the Shockwave Lens, a white item that makes skill areas bigger (+20% area per stack). Works with modded survivors. Also fixes crashes from long on-kill chains like Gasoline (toggle in settings).
By Ewan
| Date uploaded | 8 hours ago |
| Version | 1.1.0 |
| Download link | Ewan-Wider_Blasts-1.1.0.zip |
| Downloads | 14 |
| Dependency string | Ewan-Wider_Blasts-1.1.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2122RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.6README
Wider Blasts
Adds the Shockwave Lens, a white (common) item that makes the areas of your skills bigger: explosions, lingering damage zones and melee swings.
| Tier | White |
| Effect | +20% skill area per stack (linear) |
How stacking works
Every stack adds the same amount of ground area: 20% of the skill's normal area. The radius grows more slowly, because area grows with the square of the radius. One stack adds 20% area but only about 9.5% radius, and 15 stacks cover 4× the ground with 2× the radius.
| Stacks | Area | Radius | Example: Plasma Bolt (6 m) |
|---|---|---|---|
| 0 | ×1.0 | ×1.00 | 6.0 m |
| 1 | ×1.2 | ×1.10 | 6.6 m |
| 2 | ×1.4 | ×1.18 | 7.1 m |
| 3 | ×1.6 | ×1.26 | 7.6 m |
| 5 | ×2.0 | ×1.41 | 8.5 m |
| 10 | ×3.0 | ×1.73 | 10.4 m |
| 15 | ×4.0 | ×2.00 | 12.0 m |
So big stacks stay useful without filling the whole screen. If the radius grew 20% per stack instead, 15 stacks would make it 4× wider and cover 16× the ground.
Settings (Mod Options → Wider Blasts)
| Setting | Default | What it does |
|---|---|---|
| Area Per Stack | 20% | Extra area per stack. The radius grows by the square root, so +20% area is about +9.5% radius. |
| Melee Hitboxes | Non-primary | Which melee swings grow. By default only Secondary, Utility and Special skills, so basic attacks stay the same. |
| Excluded Skills | Ascent Protocol | Comma-separated skill names the item never affects. Needs a game restart. |
| Kill Chain Crash Fix | On | Stops long on-kill chains from crashing the game (see below). |
Kill Chain Crash Fix
On-kill effects such as Gasoline run inside the kill that set them off. If Gasoline's burst kills another enemy, that kill (and its own Gasoline burst) is handled inside the first one, and so on down the chain. Every step also runs every mod's damage hooks, so with a big crowd and a large modlist the chain gets deep enough to crash the game with a stack overflow.
With the fix on, a kill that happens while another kill is being handled waits until that one finishes, then runs right after it in the same frame. Every kill still triggers all its on-kill effects. They just run one after another instead of inside each other.
This works for any on-kill effect, vanilla or modded, not only Gasoline. It only matters for the host. You can turn it off in settings.
Which skills does it affect?
The mod scans every survivor's skills when the game starts, including modded survivors.
To see the list in game: Settings → Mod Options → Wider Blasts → Affected Skills. Hover a survivor to see their skills, or press Show. The same list is written to BepInEx/config/com.ewan.WiderBlasts.AffectedSkills.txt.
Some vanilla examples:
| Survivor | Affected skills |
|---|---|
| Artificer | Flame Bolt, Plasma Bolt, Charged Nano-Bomb, Snapfreeze, Seismic Spear, Ion Surge |
| Engineer | Bouncing Grenades, Pressure Mines, Spider Mines, Bubble Shield, Rapid Displacement |
| Mercenary | Whirlwind, Rising Thunder, Blinding Assault, Focused Assault, Eviscerate, Slicing Winds |
| Huntress | Arrow Rain |
| Acrid | Neurotoxin, Ravenous Bite, Caustic Leap, Frenzied Leap, Epidemic |
| Loader | Charged Gauntlet, Thunder Gauntlet, Thunderslam |
| MUL-T | Scrap Launcher, Blast Canister, Transport Mode |
| Commando | Frag Grenade, Sabotage |
How it works
- Only areas from skills grow. Explosions from items (Gasoline, Brilliant Behemoth, Will-o'-the-wisp, Sticky Bomb) stay the same size, even when a skill set them off.
- Projectile explosions (like Artificer's bolts) grow along with their explosion effect.
- Explosions made directly by a skill (like Loader's Thunderslam or Artificer's Ion Surge) get a bigger damage area, but the visual effect stays its normal size.
Known issues
- The item uses a placeholder icon and the "?" pickup model, and it doesn't show on your character.
- Some modded survivors share code between all their skills, so the list can show skills as affected when they never use an area in practice. Only real areas get bigger in game.
- For "area search" skills, the list can't tell exactly what the search is for (who gets hit, rooted or targeted).
- Not yet tested in multiplayer. Every player needs the mod.
CHANGELOG
Changelog
1.2.0
- New Command Queue Pick Fix (on by default, Mod Options → Wider Blasts → Fixes). With LookingGlass and CommandQueue both installed, a queued pick could leave the command cube stuck greyed out so nobody could use it, or give the wrong item. LookingGlass translated every pick through the layout of whichever menu opened last, and CommandQueue picks without opening the menu. Now CommandQueue's pick goes straight through. Each player needs it for their own picks. Does nothing without LookingGlass.
- No changes to the item.
1.1.0
- The item now adds +20% area per stack (was +10%), about +9.5% radius for one stack. See "How stacking works" in the README for a table.
- If your config still has the old 10% default, it's updated to 20% on first launch. Values you picked yourself are kept.
1.0.0
- New Kill Chain Crash Fix (on by default, Mod Options → Wider Blasts → Fixes). On-kill effects like Gasoline could set off a chain of kills, each one handled inside the last, until the game ran out of stack and crashed. Big modlists made it much worse, because every step also runs every mod's damage hooks. Now each kill in a chain is handled after the previous one finishes, in the same frame, so every on-kill effect still happens. Only the host needs it.
- First stable release. No changes to the item.
0.2.0
- Stacking now adds +10% area per stack instead of +20% radius. Area grows linearly; the radius grows by its square root (+10% area is about +4.9% radius).
- More kinds of skill areas grow, not just explosions:
- Lingering damage zones (Huntress's Arrow Rain, Acrid's acid pools, Mercenary's Slicing Winds, REX's Drill zone, CHEF's oil).
- Melee swing hitboxes. By default only Secondary, Utility and Special skills; primaries can be turned on in settings.
- Area checks in skill code (e.g. Seismic Spear, Tangling Growth).
- Special cases: Engineer's Bubble Shield and Mercenary's Eviscerate.
- Captain's beacons now count as Captain's skills.
- New setting Excluded Skills: skill names the item never affects (default: Ascent Protocol).
- The Affected Skills list now shows what grows for each skill and which area skills are off because of your settings.
0.1.0
- First release.