← modperf · analyzed mods

NoCarDamage+

NoCarDamage+ – Vehicle & Passenger Damage Control Please Like & Favourite! This version includes multiple fix's for damage, eAI, and gas handling that weren't addressed upstream, so I've released this version with them resolved. Check Documentation in etxra/NoCarDamage_Settings_Guide.html NoCarDamage lets you disable or fine-tune damage for vehicles and the players riding inside them. Stop vehicles from taking crash… (more)

NoCarDamage+ – Vehicle & Passenger Damage Control Please Like & Favourite! This version includes multiple fix's for damage, eAI, and gas handling that weren't addressed upstream, so I've released this version with them resolved. Check Documentation in etxra/NoCarDamage_Settings_Guide.html NoCarDamage lets you disable or fine-tune damage for vehicles and the players riding inside them. Stop vehicles from taking crash damage, bullet damage, explosion damage, and more — while also protecting passengers and vehicle attachments. The mod generates a config file on first launch, so you can quickly enable or disable features globally, then override them per vehicle class as needed. Tip: If you don't want players to drown from water damage, adjust the vanilla drowning settings in cfggameplaysettings.json also make sure cfggameplaysettings is enabled in your serverDZ.cfg. serverDZ.cfg: enableCfgGameplayFile=1; cfggameplaysettings.json: "DrowningData": { "staminaDepletionSpeed": 0.0, "healthDepletionSpeed": 0.0, "shockDepletionSpeed": 0.0 } How the Config Works On first run, the mod generates: $profile:NoCarDamage\NoCarDamage_Config.json With it, you can: Set global rules that apply to all vehicles Enable VehicleOverrides to override rules for specific vehicle classes Use AutoExtendVehicleOverrides to auto-populate override entries for every vehicle on the map — make your changes, then set it back to 0 to clean up unused entries and reduce server performance impact Override values: 1 = enabled 0 = disabled -1 = inherit the global setting VehicleOverrides let you set different values per vehicle class than your global defaults — for example, giving one vehicle type stronger crash protection than the rest of your fleet. Any field set to -1 inherits the global setting, so you only need to specify the fields you actually want to change. EnableVehicleOverrides Default: 1 — Master switch for the entire per-vehicle-type override system. AutoExtendVehicleOverrides Default: 0 — When enabled, automatically generates a placeholder entry in VehicleOverrides for every vehicle type on the map, giving you a ready-made list to customize. Automatically disables itself once the scan completes, so it won't rescan on every restart — re-enable it manually if you add new vehicle mods later. PruneUnchangedVehicleOverrides Default: 0 — When enabled, removes any VehicleOverrides entry where every field is still at -1 (i.e., never customized). Recommended workflow: configure your per-vehicle overrides first, then enable this once to trim the config down to only what you've actually changed. Automatically disables itself after running. Installation / Server Notes Load it on the server like any other Workshop mod Check Documentation in etxra/NoCarDamage_Settings_Guide.html After the first start, it generates a config file Adjust settings as desired and restart the server Source: https://github.com/infiniteblock/NoCarDamage Original version by blubberdiblupp: https://steamcommunity.com/sharedfiles/filedetails/?id=3647540119 https://github.com/Blubberdiblupp/NoCarDamage License: Mozilla Public License 2.0 — http://mozilla.org/MPL/2.0/

Workshop 3760019004

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.