You are viewing a potentially older version of this package.
View all versions.
CyclerRework
Adds Heat Cycler — a reworked Cycler SMG with infinite ammo and a heat/overheat system instead of magazines.
| Date uploaded | 2 months ago |
| Version | 1.0.0 |
| Download link | Sparroh-CyclerRework-1.0.0.zip |
| Downloads | 114 |
| Dependency string | Sparroh-CyclerRework-1.0.0 |
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
CyclerRework (Heat Cycler)
A BepInEx mod for Mycopunk that adds Heat Cycler — a Soft Redline rework of the vanilla Cycler SMG fantasy.
Features
- New primary weapon (does not replace vanilla Cycler)
- Infinite ammo — no magazines or reloads
- Soft Redline heat system
- Builds Heat while firing; dissipates after a short delay when you stop
- At max Heat you keep firing (stance: slight RoF/spread brake, damage/element carrot)
- No base hard lockout
- Pressure Vent (R) — spend a chunk of heat for a small pulse; clears redline
- R upgrades can replace/augment vent: Capacitor Dump (cone), Energy Convergence, Elemental Discharge
- Infinity Burn — overcap past max; self-DoT + outgoing power scales with overcap depth
- Elemental interlacing (Fire / Shock / Acid) — Crossflash, Pyrolysis, Acid Spark, Braid Protocol, Tri-Valve, Violent Reaction, etc.
- 43 custom upgrades isolated from vanilla Cycler
- Configurable heat / zone / vent numbers via BepInEx config
Defaults (Soft Redline)
| Setting | Default | Intent |
|---|---|---|
| MaxHeat | 100 | Redline ceiling |
| HeatPerShot | 2.4 | ~3.5s continuous fire to redline |
| DissipatePerSecond | 65 | Full cool ~1.5s idle |
| DissipateDelay | 0.15 | Stutter-fire forgiveness |
| HotThreshold | 0.70 | Hot band carrots |
| RedlineFireIntervalMult | 1.18 | ~15% slower RoF at redline |
| RedlineSpreadMult | 1.25 | Wider spray at redline |
| RedlineDamageMult | 1.12 | Meaner at redline |
| VentSpend | 35 | Pressure Vent heat cost |
| VentMinHeat | 15 | Min heat to vent |
| VentRecovery | 0.45 | Vent cooldown |
Install
Thunderstore / r2modman (when published), or manually:
- Install BepInEx for Mycopunk
- Place
CyclerRework.dllinBepInEx/plugins/
In-game
- Open gear select
- Equip Heat Cycler (auto-unlocked)
- Hold fire — heat climbs; at 100% HUD shows redline and you keep shooting
- Tap R to Pressure Vent (~35 heat + small pulse)
- With Infinity Burn, heat can climb past 100% (overcap)
- Build Fire/Shock/Acid grids for interlace payoffs (Tri-Valve, Cyclotron, Crossflash, …)
Build
dotnet build --configuration Release
Output: bin/Release/netstandard2.1/CyclerRework.dll (or project target framework output path)
Design
See Cycler-DesignDoc.txt for pillars, paths, Soft Redline model, and full upgrade brainstorm.
See CHANGELOG.md for shipped vs first-draft history.
Notes
- Marked
IsSandbox(gameplay-affecting content) - Multiplayer: all clients should run the same mod version
- Primary elements: Fire, Shock, Acid (Decay applicator cut by default)
Authors
- Sparroh
License
MIT — see LICENSE
CHANGELOG
Changelog
1.1.0 — Soft Redline + Interlace
Core heat (v2 Soft Redline)
- No base hard lockout — at max Heat you keep firing (Soft Redline stance)
- Redline brake (RoF/spread) + carrot (damage/element)
- Pressure Vent (R) — spend heat for a small pulse; clears redline
- R router priority: Capacitor Dump → Energy Convergence → Elemental Discharge → Pressure Vent
- Infinity Burn — overcap past max; self-DoT + outgoing power scales with overcap depth
- Capacitor Dump — spend heat as a narrowing muzzle cone
- Config: MaxHeat, HeatPerShot, Dissipate*, zone/redline mults, vent spend/recovery
Upgrade semantics (heat verbs)
- Mag/reload ports renamed and retargeted (Thermal Buffer, Hot Load, Quick Sink, Dense Core, Adrenaline Vent, Equipment Radiator, etc.)
- Decay Energy cut by default (Fire / Shock / Acid only)
- Toxin Bank clears only when heat hits 0
- Condensed Ejection: plasma projectiles + in-flight lightning arcs
Crowns & interlace
- Closed Loop (Exotic) — sustained Soft Redline auto micro-vents + brief HeatPerShot efficiency
- Crossflash — Shock-saturate ignited → heat refund + Fire splash
- Pyrolysis — Ignite corroded → lite detonation + Bank stack
- Tri-Valve — on hit,
ApplyStatusEffectFire/Shock/Acid (no damage re-entry) - Acid Spark — Shock-saturate corroded → spend 1 Bank → Shock arc nearby
- Braid Protocol — all 3 primaries within window → brief HeatPerShot efficiency
- Saturate Catalyst — saturates stack; next Pressure Vent is stronger
Cycle Phasing (v2 mode table)
- Coolant / Pyre / Storm / Solvent / Split / Needle / Bleed-Off / Spike
- Locked for entire spray hold from aim yaw octant
- Feedback: log + buff VFX (full HUD label later)
Catalog
- 43 Heat Cycler upgrades registered (unique ids 92020+)
- Isolated from vanilla Cycler pool
Technical
- Subsystems:
HeatZone,HeatStatLayers,HeatVentSystem,HeatInterlace - GearData gate before CreateUpgrade (NRE fix)
- Soft Redline hard cut (no dual-path lockout config)
1.0.0
- Initial release: Heat Cycler custom primary
- First-draft heat + upgrade ports (hard lockout model — superseded by 1.1.0)