ConfigurableDynamite
Change Damage Type, Fuse Length, Fuse Behaviour, Damage Radius and more!
About this mod Author’s original text
ConfigurableDynamite (PEAK)
A small BepInEx + Harmony mod that makes PEAK’s dynamite configurable.
Important: The default config is designed to be 100% vanilla.
Nothing changes unless you edit the config entries.
What this mod does
Fuse / ignition
- Keeps vanilla “walk near dynamite → fuse lights” by default.
- Lets you:
- disable proximity ignition,
- override the proximity distance,
- override the fuse length,
- optionally ignite only when you finish using it (after the use timer),
- optionally ignite when you throw it.
Explosion
- Optionally scales explosion damage and range.
- Optionally changes damage/status type (poison/curse/burn/freeze/etc).
- Optionally controls whether the explosion can:
- cook items,
- launch items,
- and how strongly items get launched.
Item handling
- Optional: allow unlit dynamite to be pocketed (lit dynamite stays unpocketable).
Installation
- Install BepInEx for PEAK.
- Build the mod (or use your compiled DLL) and place the DLL here:
PEAK/BepInEx/plugins/ConfigurableDynamite/ConfigurableDynamite.dll
- Start the game once. The config file will be created at:
PEAK/BepInEx/config.cfg
(Exact filename depends on the template’s GUID.)
How it works (high-level)
- Dynamite configuration
- On Dynamite.Awake(), the mod applies fuse-related overrides (distance / fuse time / disable proximity ignition).
- If you override fuse length, the mod also ensures the internal “fuel” timer is reset to full when the dynamite is unlit and instance data syncs.
- Manual ignition mode (when AutoFuseEnabled = false)
- StartFuseOnUse: the mod marks the dynamite when you begin primary use, then ignites the fuse on FinishCastPrimary() (when the use timer completes). Cancelling use clears the marker.
- StartFuseOnThrow: the mod marks the item when it is thrown, then ignites after SetItemInstanceDataRPC() runs (so the network sync can’t overwrite the lit state).
- Explosion detection + overrides
- Dynamite explosions spawn an AOE component.
- The mod toggles a “spawning dynamite explosion” flag during Dynamite.RPC_Explode and then applies overrides to the spawned AOE (range, damage, item cooking/launching, damage type, etc.).
- A marker component is attached so the overrides only apply once and only to dynamite-spawned AOEs.
Configuration reference
All settings live in the BepInEx config file.
Defaults are chosen to keep vanilla gameplay.
Section: Fuse
AutoFuseEnabled (bool, default: true)
- Vanilla behavior: true
- If true: fuse lights automatically when a player gets close.
- If false: disables proximity ignition (manual ignition mode).
AutoFuseDistance (float, default: -1)
- Distance (Unity units) required to auto-light the fuse.
- -1 = keep the game’s original distance.
- Only used when AutoFuseEnabled = true.
FuseLengthSeconds (float, default: -1)
- Sets the fuse duration in seconds.
- -1 = keep vanilla fuse time.
- Only values > 0 override.
StartFuseOnUse (bool, default: false)
- Only active when AutoFuseEnabled = false.
- If enabled: fuse lights after the primary-use timer completes (on cast finish), not on button press.
StartFuseOnThrow (bool, default: false)
- Only active when AutoFuseEnabled = false.
- If enabled: fuse lights when thrown (ignite happens after instance data sync to avoid network overwrite).
Section: Explosion
DamageMultiplier (float, default: 1)
- Multiplies AOE.statusAmount.
- 1 = vanilla.
RangeMultiplier (float, default: 1)
- Multiplies AOE.range.
- 1 = vanilla.
DamageType (enum, default: Vanilla)
Controls which status/damage type the dynamite explosion applies via AOE.statusType.
- Vanilla (no change)
- Injury (regular damage)
- Hunger
- Cold (freeze)
- Poison
- Crab
- Curse
- Drowsy
- Weight
- Hot (burn)
- Thorns
- Spores (shroom)
- Web
Note: this changes the AOE’s statusType. If the base game adds additional effects outside of AOE.statusType/statusAmount, those are not modified.
ItemCooking (enum, default: Vanilla)
Controls AOE.cooksItems for dynamite explosions.
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Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: