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Boom Town (Explosion Tuner)
"Every bang gets a bigger, louder, considerably more inconvenient afterlife."

How do I install Boom Town (Explosion Tuner)?
Download the free ProjectMods desktop app, then install Boom Town (Explosion Tuner) for Animal Revolt Battle Simulator in one click.
</>What does Boom Town (Explosion Tuner) do?
Mines, rockets, dynamite, grenade launchers, exploding boars. Animal Revolt Battle Simulator has plenty of things that go bang, and every one of them is tuned to be sensible and believable. Boom Town deletes the word sensible. Blast Force decides how hard bodies get thrown. Turn it up and one mine sends an entire raptor pack into low orbit, tumbling for a good few seconds before they come back down somewhere in the next postcode. Blast Damage is a separate slider on purpose, so you can have enormous harmless launches that scatter a formation without hurting anyone, or a modest little pop that flattens everything near it. Knockback Balance is the interesting one. Normally the game keeps a lid on how much speed a heavy unit can pick up from a blast, which is why a T-Rex barely flinches at the same explosion that sends a chicken to the moon. Raise it and the big ones start flying too. Every slider sits at 1 for the normal experience, so you can nudge one at a time and find your own definition of too far.
</>What is Boom Town (Explosion Tuner)?
Animal Revolt Battle Simulator has mines, rockets, dynamite and exploding boars, and every one of them is tuned to behave sensibly. Boom Town deletes sensible. Blast Force decides how far bodies fly, Blast Damage is a separate dial so you can have enormous harmless launches, and Knockback Balance is what finally sends a T-Rex into orbit alongside the chickens.
</>Common questions about Boom Town (Explosion Tuner)
What does Boom Town do in Animal Revolt Battle Simulator?
Boom Town is a mod for Animal Revolt Battle Simulator from ProjectMods, the community-first PC mod manager for 400+ games, and it hands you three dials for everything that goes bang. Blast Force sets how hard an explosion throws bodies around, from the normal shove at 1 up to something closer to an orbital launch at 20. Blast Damage sets how much that explosion actually hurts, completely separately. Knockback Balance decides how much the heavyweights get thrown, which is the difference between a T-Rex flinching and a T-Rex leaving the map. A master switch puts everything back to normal whenever you want.
Why are Blast Force and Blast Damage separate sliders?
So you can have the spectacle without the carnage, or the carnage without the spectacle. In Animal Revolt Battle Simulator a normal explosion couples damage and force together, so anything thrown far is usually dead on landing. Boom Town splits them: wind Blast Force up to 20 and drop Blast Damage to a fraction and one mine scatters an entire raptor pack across the valley without killing a single one, which is superb for filming. Go the other way — modest force, huge damage — and you get a small, unremarkable pop that quietly flattens everything standing near it.
What does Knockback Balance change?
Knockback Balance is the dial that decides whether the big units join in. Animal Revolt Battle Simulator normally keeps a lid on how much speed a heavy creature can pick up from a blast, which is why the same explosion that sends a chicken to the moon barely moves a T-Rex. Raise Knockback Balance in Boom Town and that lid comes off, so the largest dinosaurs get thrown like everything else. Leave it low if you want the weight difference to still read on screen — small things tumbling while the giants stand firm is its own kind of satisfying.
How high can I push the explosion sliders?
Blast Force sits at 1 for the normal Animal Revolt Battle Simulator experience, drops as low as a tenth of that, and climbs all the way to 20 — at which point a single mine will put a whole formation into a long tumbling arc that takes several seconds to land. Blast Damage has the same range, and Knockback Balance runs to 10, which is already far more than you need to get a T-Rex airborne. All three start at 1, so the sensible approach with Boom Town is to nudge one at a time and watch what changes rather than maxing everything at once. Every slider returning to 1 gives you the untouched game back, and the master switch does the same thing instantly.
Which explosions does it affect?
Everything explosive in Animal Revolt Battle Simulator is covered — landmines, rocket launchers, sticks of dynamite, grenade launchers and the exploding boars. Boom Town changes the blast itself rather than each individual weapon, so anything that produces one takes your settings. That includes explosions you set off while controlling a soldier in first person, so a grenade launcher in your hands throws bodies exactly as far as one fired by an enemy. Turn the master switch off and every blast on the map goes back to the force and damage the game shipped with.
What options does Boom Town (Explosion Tuner) include?
Blast Force
How hard explosions throw things. 1 is normal, 20 is basically orbital.
Enabled
Master switch. Turn off to go back to normal.
Knockback Balance
How much the heavy units get thrown. Raise it and even the biggest dinosaurs go flying.
Blast Damage
How much explosions hurt. 1 is normal. Drop it low for big harmless launches.
Boom Town is a ProjectMods mod for Animal Revolt Battle Simulator that gives explosions three separate dials — how hard they throw bodies, how much damage they do, and how far the heavy units get flung.
System Requirements
What features does Boom Town (Explosion Tuner) include?
- Crank blast force up to twenty times normal and watch a single mine send a whole raptor pack into low orbit
- Tune damage on its own separate slider, for enormous harmless launches or a modest pop that flattens everything nearby
- Raise knockback balance and the heavyweights start flying too, instead of a T-Rex shrugging off the blast that launched a chicken
- Covers everything that goes bang, from mines and rockets to dynamite, grenade launchers and the exploding boars
- Start every slider at 1 and nudge one at a time until you find your own definition of too far
Best For
- Creators chasing one perfect clip of a formation getting scattered across the map without a single unit actually dying
- Players who want to know whether one well-placed mine can genuinely clear a 200-dinosaur field on its own
- Streamers running audience-request chaos rounds where the answer to every suggestion is a considerably bigger explosion
- Anyone pairing it with Time Bender to watch a T-Rex tumble through the air for four full seconds before landing
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