AntiMaterialRifle
Anti-Material Rifle — a heavy kinetic bolt-action sniper for Mycopunk. High single-shot damage, low capacity, single-round reload.
| Last updated | a day ago |
| Total downloads | 3 |
| Total rating | 0 |
| Categories | Mods Sandbox |
| Dependency string | Sparroh-AntiMaterialRifle-1.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_Mycopunk
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403README
Ballistic Sniper
BepInEx mod for Mycopunk that adds the Anti-Material Rifle — a dedicated long-range kinetic sniper.
Weapon
| Name | Anti-Material Rifle |
| API | ballistic_sniper |
| Gear ID | 87421 |
| Base model | Cartridge SMG (runtime clone) |
Fantasy
Pure long-range precision. Slow, deliberate, high-impact kinetic shots. No energy charge, no smart targeting.
Base stats
| Stat | Value |
|---|---|
| Damage | 145 |
| Fire rate | 48 RPM (1.25 s between shots) |
| Magazine | 5 |
| Reserve | 20 |
| Reload | 3.1 s total (single-round; ~0.62 s per shell) |
| Fire mode | Semi / bolt-action |
| Projectile | Travel time + bullet drop |
| Falloff | Soft after long range |
| ADS | Slow (~0.55 s), strong zoom |
| Hip-fire | Very poor |
Single-round reload
Reload chambers one round at a time. Each shell’s animation is scaled so a full empty magazine still takes about the full reload duration. Press fire during reload (with at least one round chambered) to cancel the remaining shells and shoot immediately.
Architecture
Runtime clone of CartridgeSMG (always present in Global.AllGear):
- Clone prefab → new
GearInfo+ empty upgrade pool ApplyBallisticSniperStatsrewritesGunDataBallisticSniperBehaviourmarks the gear for reload hooks- Equip remaps NGO spawn to the vanilla base gun, then stamps catalog identity
| File | Role |
|---|---|
Plugin.cs |
BepInEx entry, registration timing |
WeaponRegistration.cs |
Clone, GearInfo, sniper stats, AllGear inject |
BallisticSniperBehaviour.cs |
Identity host on catalog / live instances |
BallisticSniperReloadHook.cs |
Single-round reload + per-shell duration |
SpawnGearHooks.cs |
Equip remap + GearSelectionWindow safety |
Install
<Mycopunk>/BepInEx/plugins/BallisticSniper.dll
Dependencies: Mycopunk, BepInEx 5.4.2403+.
Build
dotnet build --configuration Release
Output: bin/Release/netstandard2.1/BallisticSniper.dll
Persistence
Save data is keyed by gear ID (87421). The mod registers into AllGear before PlayerData.OnAwake runs AddGear, then re-binds GearData.Gear afterward so levels, unlock, and equip (weapon1ID / weapon2ID) survive relaunch.
Look for: [BallisticSniper] Persistence OK: level=… unlocked=…
In-game checklist
- BepInEx log shows gear registration (
ballistic_sniper, id 87421) - Gear select lists Anti-Material Rifle (auto-unlocked)
- Equip primary → slow semi fire, high damage, small mag
- Reload loads one round at a time
- ADS is accurate when standing still; hip-fire is poor
- Level up / equip, full quit, relaunch → progress and loadout kept
- Upgrade UI shows hex grid + inventory (Match-Grade Rounds is in the pool; own instances via drops/craft)
Notes
-
Visuals currently reuse the Cartridge SMG model; swap later via
ModelImportHooks/ AssetBundle. -
28 upgrades registered (Heavy Grain through Overkill, plus Boundary Incursion). See
upgrade notes.txt. -
Hold reload with full mag + High Explosive equipped to throw/detonate C4.
-
Uses standard projectile bullets (travel time + drop), not rail/hitscan.
-
Multiplayer: all clients need the same mod and matching gear id.
License
MIT — see LICENSE