# Does not currently support prototype hot-reloading. See comments in c# file.
+# Note that for every explosion type you define, explosions & nukes will start performing worse
+# You should only define a new explopsion type if you really need to
+#
+# If you just want to modify properties other than `damagePerIntensity`, it'd be better to
+# split off explosion damage & explosion visuals/effects into their own separate prototypes.
+
- type: explosion
id: Default
damagePerIntensity:
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
- fireStates: 6
+ fireStates: 3
- type: explosion
id: Radioactive
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
- fireStates: 6
+ fireStates: 3
- type: explosion
id: HardBomb
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
- fireStates: 6
+ fireStates: 3
- type: explosion
id: FireBomb
Piercing: 3
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
- fireStates: 6
+ fireStates: 3
fireStacks: 2
# STOP