ForgeWeapon EnergyLab
Eight standalone energy guns for GTFO: beams, chain lightning, charged plasma, explosions, ricochets, flame, and gravity control.
CHANGELOG
Changelog
1.0.1
Changes since the first upload. Version 1.0.1 because it is released early; it needs ForgeCore, ForgeUI, ForgeAudio and ForgeVisual 1.0.0.
- Effects are rebuilt from selected effect slots, with new beam, arc, black hole and shock orb looks.
- The Flame and Black Hole default tuning changed: Flame
AmmoPerRound1.614 to 1.8 andDamage2.695 to 2.4; Black HoleDamage6.75 to 9. - Weapons fire again after the second level; scopes have no lens glass; guns can be held under the handguard.
- The Blast Gun's explosion is now the same heavy blast as the grenade launcher, lifted off the surface it hits.
- The guns hold better: the left hand follows the game's own grip and is pulled back along the gun into reach.
- Energy Lab's own sounds load before other energy packs, and a gun whose sound finishes loading late still gets it.
Interface changes
- No public signature was removed. The public default values of
FlameTuningandBlackHoleTuningchanged (above); set the fields explicitly if you relied on the old numbers.
1.0.0
First stable release.
- Eight energy guns: Beam, Chain Arc, Flamethrower, Charge Orb, Shock Orb, Blast Gun, Ricochet Disc and Gravity Core.
- Weapons are defined in
ForgeEnergyLab/*.jsondata files (any mod folder namedForgeEnergyLab); the eight built-in guns are the first file, and others add guns the same way without code. A loadout that used an earlier build's guns must be chosen again. - Beam and Flamethrower have no recoil; the other six have light recoil.
- Back hits, weakspots and armor work the same as with normal guns.
- Bots can use all eight guns, with their effects and sounds.
- The Blast Gun fires a visible shell that flies at 40 m/s and explodes at the first terrain, enemy or player it touches, so a target that steps into its path is hit and one that moves away is missed.
- The Blast Gun and Beam have no range limit; the Chain Arc (16 m) and Flamethrower (8 m) keep theirs.
- The Blast Gun's shot and explosion use the Ordnance grenade launcher's sounds.
- Gun icons are drawn by the game's own icon renderer from each gun's model, with the same shading and size as vanilla gun icons.
- Sounds play through ForgeAudio and effects through ForgeVisual, mixed with the other Forge mods and following the game's sound-effects volume.
- Gun names and descriptions are in English and Chinese and switch with the language without restarting. Players using different languages still match each other's gear, and the chat notice about a different Energy Lab build or tuning is translated too.
- The Charge Orb and Shock Orb leave your sight clear while charging; other players see the full charge effect on you.
- The beam, flame and charging orb stay on the muzzle while you strafe.
BepInEx/config/ForgeWeapon_EnergyLab/tuning-overrides.jsonholds only the values you change;tuning-defaults.jsonlists every value.- Requires ForgeCore, ForgeUI, ForgeAudio, ForgeVisual and MTFO. MTFO marks the game as modded and turns off achievements and public matchmaking, so these guns stay out of official play; without MTFO, Energy Lab does not load.
- The source code and Unity effect project are on GitHub. Media are local-only and are not included in Git.