ScorchedVoxels
Stages convert to voxel terrain at load: explosions and melee swings carve real craters the whole lobby sees. The loading wait hides a four-game arcade with a pet terrarium. Optional gore (off by defa
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模組介紹 作者原文
ScorchedVoxels
Space-Engineers-style destructible terrain for Risk of Rain 2. Every explosion
carves the world for real: at stage load the static terrain converts into voxel
density fields, and from then on craters and tunnels are real geometry, permanent
until the stage ends. Blasts throw up a rim of displaced rock, and blades cut:
a melee swing slices out the rock it sweeps through, and thrown blades like
Chef's cleaver carve along their flight. Dig wide, dig deep. Deep rock
materializes as you reach it. Works in multiplayer: the whole lobby sees the
same holes.
Current release: 0.20.72 "Blood Money".
What it costs
Real geometry is not free. Know the price before you install:
- RAM, a fair amount of it. Expect the game to use 5 to 8 GB with converted
terrain loaded, depending on the map. It was worse; 0.20.69 cut it roughly in
half.
- A second loading screen, every stage. The voxels are built when a level loads,
and on big maps that takes a while. This is the mod's real downside, and it's why
the loading screen grew player cards and then a whole arcade: something worth
looking at, and now something to play, while the terrain builds.
Destruction
- Craters are carved from the terrain itself, not drawn on top. The cost per
blast is constant: the 100th rocket deforms as cheaply as the first.
- Blades cut the ground. A melee swing carves out the slice its arc sweeps
through rock, for every survivor and monster with a sword, club or claw.
Thrown blades count too: Chef's cleaver slices along its whole flight.
- Materials have hardness. Metal and concrete resist, crystal and ice shatter
into slightly smaller craters, dirt and snow blow out wide. The hardness table is
built in, tuned against every stage's material list (base game plus DLC), and
identical on every machine.
- Debris is the rock you broke. What flies out of a crater matches the volume
removed, textured with the ground it broke from. Sword cuts drop a slab shaped
like the cut, and big chunks shatter into smaller pieces when they land. All of
it is visual-only and close to free.
- Colliders never cheat. Distant terrain renders at reduced detail to save
frames, but what you stand on and shoot is always exact.
Gore (experimental, off by default)
Kills are comic gore, in the same spirit as the terrain: the bodies really come
apart.
Gore is experimental and ships disabled. Flip the Gore switch in the options
menu (or GoreEnabled in the config) to opt in. It is stable in normal play;
performance in very large fights is still being tuned.
- Every death goes physical. Canned death animations are gone. Bodies ragdoll,
and the killing blow shapes the corpse: blades cut it in half along the actual
swing, explosions rip it into flying wedges, bullets drop it where it stands.
Corpses linger about two minutes and stay cuttable the whole time, and severed
pieces can be cut again in the air.
- Blood sticks to the world. Kill splatter, dribbling pieces, drifting
droplets and sword-swing sprays all land as decals on the terrain and soak into
carved rock. Hits on live enemies leave bleeding wounds, and every survivor's
primary marks its target: Huntress arrows stay planted where they land.
- Big hits tear chunks out of living enemies. A heavy enough blow rips a
piece off a body that keeps fighting: the hole bleeds, moves with the
animation, and stays through death. Rare on ordinary hits, roughly one in ten
on heavy ones. Cosmetic only; hitboxes never change, and players are exempt.
- Elements sign their kills. Fire chars the body, ice shatters it, acid eats
it down to a husk, lightning arcs across it, void collapses it with rising
sparks. Massive overkill stages a bigger show.
- Purely cosmetic. Corpse shapes are local to each machine and never affect
gameplay. Everything rides hard caps, so a messy fight cannot run away with
your frame rate. The Gore switch and the Blood Amount slider live in the
options menu; in multiplayer the host's blood amount ap
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: