NeonMag
Cyberpunk holographic ammo readout. Per-round segment bar, chromatic-split counter, glitch bursts and reload sweeps on every gun you pick up.
By Lemmys
| Last updated | 6 hours ago |
| Total downloads | 119 |
| Total rating | 0 |
| Categories | Custom Skins AI Generated Mods Misc |
| Dependency string | Lemmys-NeonMag-1.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3bonelib-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.2.1README
NeonMag
A cyberpunk holographic ammo readout for BONELAB. Pick up any firearm and a chamfered neon panel snaps into existence beside the magazine well — per-round segment bar, chromatic-split counter, glitch bursts when you fire, and a sweeping reload fill. Tuned to stay readable against bright environments, not just dark ones.
Built from scratch with runtime-generated textures. No asset bundles, no shaders to install.
What it shows
- Rounds you can actually fire as a huge counter with a cyan/magenta chromatic split. This is magazine + chamber, not just the magazine — rack a full 7-round 1911 and it reads
7, not6, and it still reads1when the mag is empty but you have one up the spout. One number, no arithmetic - Per-round segment bar — one tick per round, up to 40 segments; larger drums compress cleanly so a 100-round belt still reads at a glance
- Reserve count for that cartridge, pulled from your ammo inventory
- Platform and cartridge name (9MM, RIFLE, HEAVY…)
- Fire mode — SEMI / BURST / AUTO
NO MAGwhen the well is empty
Hold a loose magazine and it shows that magazine's contents instead.
The effects
| Event | What happens |
|---|---|
| Pick up a gun | Panel boots in — snaps wide as a line, then opens vertically |
| Fire | Counter punches, spent segment flashes white, panel tears horizontally |
| Reload | Segments sweep in left to right |
| Low ammo | Frame shifts amber, then red, and pulses |
| Idle a few seconds | Platform, cartridge and reserve rows fade out, leaving just the count and segment bar. Any change brings them back. Toggle in Readouts |
| Always | Slow scanline sweep, baked scanlines, holographic flicker, drifting glass sheen |
Colour is driven by how much trouble you're in — not just the raw percentage. One round left in a six-shooter goes red the same as three left in a thirty-round mag.
Depth
The panel is not a flat decal. Its layers are separated by up to 18 mm along the view axis, so in stereo the counter genuinely floats in front of the glass, the frame sits behind it, and a cast shadow falls behind that. Turn your head and the stack shifts.
Palettes
Five, switchable live from BoneMenu:
- Cyber Cyan (default) — cyan with magenta accents
- Hot Magenta — magenta with cyan accents
- Toxic Lime
- Synthwave — violet and pink
- Ember — orange and gold
Settings
BoneMenu → NeonMag
- Display — enable, scale (0.35x to 3x, default 0.62), opacity
- Style — palette, cycle palette, glitch intensity, scanline sweep
- Placement — offset X/Y/Z relative to the gun, face-player toggle, reset
- Readouts — segment bar, reserve count, fire mode, loose-magazine display, fade detail when idle
Everything is also written to UserData/MelonPreferences.cfg under [NeonMag].
Install
Requires MelonLoader and BoneLib.
Drop NeonMag.dll into BONELAB/Mods/.
Notes
If you also run MagPerception, you will get two ammo readouts at once. Turn one of them off.
The panel anchors to the gun's ammo socket, so on most weapons it sits right at the magazine well. If it clips into your optic or your hand, nudge it with the Placement offsets.
Too big or too small for your taste? BoneMenu → NeonMag → Display → Scale.