Teardown

Teardown

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Structural Integrity & Collateral Damage System
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Type: Global
File Size
Posted
Updated
5.569 MB
10 Sep, 2021 @ 6:52pm
29 Jul, 2023 @ 12:33pm
46 Change Notes ( view )

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Structural Integrity & Collateral Damage System

Description
Structural Integrity and Collateral Damage system.
This is a realism mod, focused on creating realistic physics and interactions with the world.

This system calculates fragmentation, pressure, collateral damage, accurate dust unsettling, structural integrity & collapsing, weight, and more, with planned updates for heat, surface density, and real-time structure weight processing based on debris load.

There is also an experimental performance control system in-place to keep debris sleeping when they should, no-more huge piles of rubble slowing the game down. This is experimental because it may rarely cause chunks to stay floating in the air, if you see this problem, it's because it (or something its touching) was told to sleep.

The SICD system was designed for tools that provide direct destruction. Explosive weapons, such as the rocket launcher, pipe bombs, fireworks, or others will benefit greatly. Mods that just carve the world will not affect the SIS as much, due to the fact that the system does not have enough time or fractures.

This system significantly reduced single-voxel based floating structures, and future updates plan to eliminate more. If you're using a tool that does not fracture, you will still see floating structures. Try using an explosive weapon such as the rocket launcher.

This is an intensive mod, large explosions will create huge structural physics operations. This will not affect graphics performance (unless you have your particles up high), but rather CPU. This game needs multithreaded physics to exponentially improve performance, until then, I cannot do much to optimize this.

System based upon the original mod created by Wwadlol. Be sure to disable the original one.

Options
Option
Description, Information & Performance Impact
Default Value
Max Particles
The maximum amount of particles a physics event can create. Set to 0 to disable all particles. Moderate to Heavy GPU performance impact.
15
Particle Multiplier
Physics events will create num * multi amount of particles; Particles are dynamic, the more impactful an object is, the more particles. Heavy GPU performance impact.
10
Process Distance
Number of meters from the player to process SICDS. Minor to Moderate CPU performance impact.
75
Grounded Search Distance
When a physics event occurs, search this many meters around it for structural integrity; Larger values means a greater amount of objects will be validated, sometimes making explosions too powerful. Heavy CPU performance impact.
2
Grounded Weight Reduction
Larger values reduces weight impacts on a structure, smaller values increase the force of weight; Too heavy structures will cause the building to collapse entirely and make destructive events severe. Moderate CPU performance impact.
200
Minimum Body Mass
This setting controls the minimum amount of mass a body can be to be processed by SICD. Heavy CPU impact.
325
Minimum Collapse Mass
This setting controls the minimum amount of mass a body can be to collapse shapes below it. Moderate to Heavy CPU impact.
425
Update Time
The amount of time in milliseconds when to run the system; 100 = 0.1s, 0 = Instant. The lower this value is, the more the system will run. The higher this value is, the less the system will run, and the less accurate it will be. Minor to Heavy CPU performance impact/reduction.
100
Maximum Calculations
The maximum amount of calculations the system can process at once. The lower this value is, less the system can fully run. Almost always, there won't be calculations over 2500. This value acts as a clamp to prevent processing data that is too large. Minor to Heavy CPU performance reduction.
5000
Damage multipliers control how impactful each material types impacts will be.

In-game settings editor.
You can configure a bind to use in the options menu. By default, there is no bind. Closing the in-game options menu applies the settings immediately without needing to restart the map.
Most Mod managers will not change settings in real-time, settings are only applied by using the built-in settings editor.
You can pick between three presets, by default there is no preset data. You can save your preset by enabling the save mode, and selecting a preset. Your settings will be saved to that preset, and you may load it at any time.

Since this is a beta, please provide me feedback, including performance metrics or bugs you may encounter.
There's already a list of known features that people would like me to add, and a list of existing bugs. These lists are located on the forums page.
Popular Discussions View All (4)
49
8 Jul @ 2:20am
PINNED: Feature Requests
Raterix
29
29 Sep, 2023 @ 1:56pm
PINNED: Bug Megathread
Raterix
22
9 Dec, 2023 @ 10:08am
PINNED: Performance Megathread
Raterix
195 Comments
dogerki 22 Jul @ 11:33pm 
to answer my question its pretty much disabling the three damage multipliers, and lowering the ground weight reduction, min body mass and collapse mass.
on mini cities buildings still dont fully collapse even with the three settings i just mentioned lowered almost completely.
dogerki 21 Jul @ 12:56pm 
what settings should i be modifying so structures that are in freefall don't break apart mid air? i enjoy the destruction of vanilla teardown, but want structures to have more 'weight' when falling
dogerki 21 Jul @ 11:10am 
one of the greatest mods in existence
SEZER 14 Jul @ 5:38pm 
it happens mostly with large objects
SEZER 14 Jul @ 5:38pm 
sometimes things wont colapse and they get stuck in the air even when have 0 voxelx conected to the ground
Elah 14 Jul @ 3:59pm 
Do this.Go to frustrum with the vacuum mod.Step 2 u have to turn on the vacuum ;)
Hearthead13 8 Jul @ 2:34am 
i dont realy know what it does because the description is too long
Hearthead13 8 Jul @ 2:32am 
so basicly: weak rod with heavy thing on top of it = weak rod snaps
Hearthead13 8 Jul @ 2:27am 
question: is it like if a thin rod of wood with a heavy metal top will snap because of weight? if no, then please add it!
glaucktato 3 Jul @ 7:18pm 
@alexa there is this thing called Teardown Gravity, and when this gravitational pull pulls the building up, it stays on a voxel. and when that voxel is destroyed, it falls due to the pull of the teardown gravity pulling it down when that voxel is broken by the user.