ChainExplosives Updated
Interact with one explosive to detonate ALL placed explosives at once! Chain reaction mining!
| Date uploaded | 6 months ago |
| Version | 1.0.1 |
| Download link | CertiFried-ChainExplosives_Updated-1.0.1.zip |
| Downloads | 30 |
| Dependency string | CertiFried-ChainExplosives_Updated-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
ChainExplosives Updated
Interact with one explosive to detonate ALL placed explosives at once! Perfect for setting up large mining operations.
Features
- Place multiple explosives around an area
- Interact with ANY ONE of them to trigger a chain detonation
- All tracked explosives detonate simultaneously
- Debug mode available for troubleshooting
How to Use
- Place as many explosives as you want in the area you want to clear
- When ready, interact with just ONE explosive
- Watch as ALL your placed explosives detonate at once!
Configuration
Found in BepInEx/config/com.certifired.ChainExplosives.cfg:
- Debug Mode (default: false) - Enable verbose logging to track explosive placement and detonation
Original Author
This mod was originally created by Equinox (CubeSuite).
Original repository: https://github.com/CubeSuite/TTMod-ChainExplosives
What Was Fixed
The original mod had a bug where explosives were tracked but never actually added to the detonation list. This has been fixed:
- Fixed:
explosiveVisualslist was never populated (logging only, no actual add) - Fixed: Iteration over empty list caused no chain reaction
- Improved: Now uses
ExplosiveInstancetracking directly with proper HashSet deduplication
License
This mod is licensed under GPL-3.0, the same license as the original mod.
Updated By
Updated and fixed by CertiFried.
CHANGELOG
Changelog
All notable changes to ChainExplosives will be documented in this file.
[1.0.0] - 2026-01-03
Fixed
- Critical bug fix: Original mod never added explosives to the detonation list
addToExplosiveVisualspostfix only logged but never called.Add()detonateAll()iterated overexplosiveVisualswhich was always empty
- Explosives are now properly tracked and detonated in chain reactions
Changed
- Simplified tracking to use
ExplosiveInstancedirectly instead ofExplosiveVisuals - Added
HashSet<uint>for O(1) duplicate detection - Improved detonation loop with proper exception handling
- Added configurable debug mode for troubleshooting
Technical
- Modernized to SDK-style .csproj
- Fixed struct null comparison errors (ExplosiveInstance is a value type)
- Removed unused
chainDelayconfig (instant detonation works better) - Cleaned up Harmony patch registration
Credits
- Original mod concept by Equinox (https://github.com/CubeSuite/TTMod-ChainExplosives)
- Bug fixes and update by CertiFried