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CertiFried-ChainExplosives_Updated-1.0.1 icon

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-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

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

  1. Place as many explosives as you want in the area you want to clear
  2. When ready, interact with just ONE explosive
  3. 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: explosiveVisuals list was never populated (logging only, no actual add)
  • Fixed: Iteration over empty list caused no chain reaction
  • Improved: Now uses ExplosiveInstance tracking 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
    • addToExplosiveVisuals postfix only logged but never called .Add()
    • detonateAll() iterated over explosiveVisuals which was always empty
  • Explosives are now properly tracked and detonated in chain reactions

Changed

  • Simplified tracking to use ExplosiveInstance directly instead of ExplosiveVisuals
  • 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 chainDelay config (instant detonation works better)
  • Cleaned up Harmony patch registration

Credits