About Damage Control
Damage Control lets you tune how much damage entities take on your server. Instead of a flat per-entity list, damage is now controlled by entity group, and within each group you can scale each damage type independently (Bullet, Blunt, Stab, Slash, Explosion, Fire, Bleeding, Decay, and so on). A multiplier of 1.0 is normal, below 1.0 makes the entity tougher, above 1.0 makes it more fragile, and 0 makes it immune to that damage type.
On top of the group multipliers you can layer time-of-day multipliers (per in-game hour, 0–23), both globally and per category, so you can build effects like "High Noon". You can also set per-prefab overrides in the data folder for fine-grained control of individual entities.
What you can control (entity groups)
Players
- Players (real players only — bots, NPCs, zombies and scarecrows are handled separately)
NPCs (matched specific-first, generic last)
- Excavator Scientists, Excavator Guards
- Tunnel Dwellers, Underwater Dwellers
- Bandit Camp Guards
- Outpost Scientists, Military Tunnel Scientists, Junkpile Scientists
- Zombies (core zombie agent + plugin horde members)
- Murderers
- Scarecrows
- Scientists (generic catch-all)
Animals
- Bears, Polar Bears, Wolves, Boars, Chickens, Stags/Deer
- Sharks, Crocodiles, Snakes
- Big Cats (Tiger/Panther)
- Horses, Ridable Horses
NPC vehicles
- APC / Bradley
- Patrol Helicopter
- Chinook / CH47
- Train
Player vehicles
- Air Vehicles (Minicopter, Scrap Transport Heli, Attack Heli, Hot Air Balloon, plane)
- Land Vehicles (modular vehicles, snowmobile, bikes, sedan, siege equipment, DPV, etc.)
- Water Vehicles (boats, RHIB, kayak, tugboat, submarines)
Buildings
- Tool Cupboards
- High External Walls/Gates
- Doors/Hatches
- Building Parts
- All Buildings (catch-all)
Deployables
- Traps/Barricades, Turrets
- Furnaces/Campfires, Workbenches
- Storage/Vending/Recycler
- Resource Gatherers (quarry, pumpjack), Excavator
- All Deployables (catch-all)
Loot & misc
- Barrels, Crates/Loot Boxes, Trash Piles, All Loot Containers
- SAM Sites, Supply Drops
Note: Balloons, the Scrap Transport Heli and the Minicopter have some oddities in how they take damage, so expect quirks there. It can make them significantly more durable and the helicopters far less of a death trap.
Unmatched entities are logged to console and tracked so you can review them with /dc missing and add a prefab override if needed. Please let me know of any gaps in coverage.
Chat Commands
Base command: /dc
/dc list — list all entity groups
/dc list <group> — list multipliers for a group
/dc set <group> <damageType> <value> — set a group's multiplier for one damage type
/dc sethour <category> <hour> <value> — set an hourly time multiplier
/dc setprefab <prefab> <value> — set a per-prefab override
/dc heli — toggle Heli Bypass
/dc missing — show entities that didn't match any group (with hit counts)
/dc reload — reload the configuration
/dc help — show help
Permissions
damagecontrol.admin — allows use of the chat commands (server console and admins are also allowed).
Configuration
The config lives at oxide/config/DamageControl.json and is organised into sections: one <group>_Multipliers block per group, one <category>_Time_Multipliers block per time category (Global, Player, NPC, Animal, Vehicle, Bradley, Heli, Chinook, Train, Building, Other), and a Settings block:
{
"Settings": {
"DecayDamageOverride": true,
"HeliBypass": false
},
"building_Multipliers": {
"Bullet": 1.0,
"Explosion": 0.5,
"Decay": 1.0
},
"Global_Time_Multipliers": {
"12": 1.5
}
}
Time multipliers stack: the global hourly value is multiplied by the group's category hourly value. Hours are read from in-game time when available, falling back to real server time otherwise.
Per-prefab overrides go in the data file oxide/data/DamageControl_Overrides.json as a flat map of short prefab name to multiplier (also settable in-game via /dc setprefab):
{
"door.hinged.toptier": 0.666,
"door.double.hinged.toptier": 0.666,
"door.hinged.metal": 0.75,
"door.double.hinged.metal": 0.75,
"floor.ladder.hatch": 0.85
}
Heli Bypass (HeliBypass, default off) lets Patrol Heli / CH47 damage ignore any reduction multipliers so it always lands full damage, even against entities you've made tough or immune. I personally wouldn't run this as it enables heli-raiding, but it was requested.
Decay Damage Override (DecayDamageOverride, default on) protects your durability settings from accidentally making buildings decay-proof: natural decay/generic damage (no initiator) always applies at its normal rate regardless of your other multipliers.
Credits
Many thanks to ColonBlow for sharing his plugin code and assistance to make this happen!