Bump, because I'd really like to see a v1 version of this.
I appreciate it.
Recently started working on this again after a leave of absence. Currently completely redoing the wall-breaching/destruction system; explosions now have better z-level support, they are now spherical rather than squared, and can be of any size/height. They now use raycasting rather than instantaneously coming into existence in their entirety, meaning that if a wall withstands a blast, anything behind the wall will survive it.
On a more technical note, some methods are finally being moved to a shared-functionality utility module, meaning less code repetition and easier to read scripts for modders.
Proper blast mining is next on the table, but I've also been thinking a lot about changing the way weapons are constructed, requiring additional tool components (maybe something like 'small mechanisms' or just 'barrels'), but ultimately allowing them to be made of either wood or metal, as thefriendlyhacker suggested back in September. This will solve the current material problems with allowing the other civs access to the guns.
Got some future features planned, but I want to keep them under wraps until I figure out if I can actually manage it, it'll also be necessary to have an easier way for people to disable the parts of the mod they don't like or don't think fit the setting of their game.
Edit:Making progress on terrain destruction. Had some problems with the explosion algorithm when the terrain destruction parameter was set, with there being 5 seconds per explosion where the game would be frozen, but I've been working on optimizing it where I'm able.
The whole thing is now taking between ~0.01 and ~0.06 seconds for a small 3*3*3 explosion and between ~0.09 and ~0.12 seconds for a larger 5*5*7 one.
