Yeah I have a simple toggle for High Externals, no scaling. Even Colon Blows (which this is a derivative of) Damage Mod : Deployables does not do what you want.
I have been avoiding setting per item toggles to keep the json from getting silly big.
On servers I admin I set decay to full and stack size to 65K. That reduced the mega builds a bit. The bases pictured would take a lot of effort to sustain then. I had stack sizes huge, and had some issues with it. When I cut it back I had the additional benefit of less mega bases.

DamageControl
Allows you to tune damage entities take
Total Downloads: 1,069 - First Release: Nov 23, 2017 - Last Update: Jun 26, 2018
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You don't need to set per item toggles, just wood and stone high external walls. It's literally REALLY IMPORTANT. Do an addition like:
/dc add wall.external.high.stone addHP 2.0 -
This might do what you are after: ConstructionConfig
I am looking into this but it could be a while before it is tested. -
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I just migrated hosts so a bit buried. I am looking to change the Boolean to values to allow this functionality. but it will take some time to test.
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Any volunteers to beta test a new version with decay allowed and a variable for deployables instead of a boolean? 0 = immuned to damage, 1 = normal, 2 = double damage, 0.5 = half damage.
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Hello,
@mspeedie i just post here to let you know that the FAQ is not up to date or maybe incomplete.
Like for the part of building damage control it's not really clear, i was forced to search in the plugin to explain to someone how it work.
What i mean is that it's said we/they have to specify Class, Type, Value, it's ok but your FAQ list is wrong as High Externals must be highexternal as in the plugin code, it check after "highexternal" and not "high" or "external" => paramatype.Contains("highexternal")
Maybe you should verify the plugin code to allow compare on "high external" or change the plugin FAQ
Cheers -
I need to revise it as the next release changes a lot of things, just about done testing it. Big thanks to SubtleSara for helping to test.
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mspeedie has succeeded in making High Externals buffed, download this, and configure your "ModifyHighExternal": 0.2 to make them more like armored walls, get rid of people doing this:
Attached Files:
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The new feature to control decay is still not right, decay is not occurring. Once I have that fixed I will do a proper release. if you want it in the current state happy to share it.
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mspeedie updated Damage Control with a new update entry:
2.3.3
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mspeedie updated Damage Control with a new update entry:
2.2.4
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mspeedie updated Damage Control with a new update entry:
2.2.5
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Are Prison Walls Deployables or Walls? And what Building Grade would they have? If i set the Damage of the BuildingGrade from Metal to 50% would that effect Barrels or Turrets?
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Only things placed using the blueprint have a building grade. I suspect Prison Walls are deployables, not wall and thus do not have a building grade. Barrels have their own distinct setting. Turrets are deployables, and thus also do not have a building grade.