From 40bfa44544f9020e09d8ee4d2122cdd7d370931e Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Tue, 18 Mar 2025 23:15:47 -0400 Subject: [PATCH] ok works, less funny numbers for railguns --- .../Data/Scripts/CoreParts/AmmoTypes.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs index 91392e67b..a5fba7caa 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs @@ -2409,10 +2409,10 @@ partial class Parts ByBlockHit = new ByBlockHitDef { Enable = true, - Radius = 5f, // Meters - Damage = 24000f, // Damages 4 blocks - Depth = 2f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value - MaxAbsorb = 6000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. + Radius = 3.5f, // Meters + Damage = 20000f, // Damages 4 blocks + Depth = 1f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value + MaxAbsorb = 5000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius //.Linear drops evenly by distance from center out to max radius //.Curve drops off damage sharply as it approaches the max radius