DMLRRework
Marksman Laser Rifle — dual-mode DMLR rework. Auto DMR tags anatomy; hold-aim laser executes. Severance upgrades: Mark, Expose, Transfer. Independent gear; vanilla Scout untouched.
| Last updated | a day ago |
| Total downloads | 0 |
| Total rating | 0 |
| Categories | Mods Sandbox |
| Dependency string | Sparroh-DMLRRework-1.0.0 |
| 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
DMLR Rework — Marksman Laser Rifle
Custom primary for Mycopunk. A dual-mode marksman rifle that reads enemy anatomy and routes damage through it.
Tag the body. Cut the limb. Dump the pain into the heart.
Registered as its own gear slot — the vanilla Scout / DMLR is unchanged.
Core gunfeel
| Feature | Behavior |
|---|---|
| Identity | dmlr_rework / Marksman Laser Rifle |
| Base | Runtime clone of ScoutLaserRifle (model, laser, HUD, sounds) |
| DMR | Fully automatic, high accuracy |
| ADS | Disabled |
| Laser | Hold aim (RMB) to beam; release or empty charge → DMR |
| Priority | Both held → laser (default). With Hot Swap → DMR |
| Charge | ~20 DMR hits to full laser (mag-sized loop) |
| Reload | R reloads only — never mode-toggles |
Baseline is a clean auto-DMR + hold-laser charge loop. Anatomy fantasy is opt-in through the upgrade grid.
Severance
Upgrades speak a shared vocabulary. The gun does not enable it for free.
| Concept | What it does |
|---|---|
| Mark | Short, refreshable tag on the part you hit — hooks arcs, echo, charge, and transfer bonuses |
| Transfer | Fraction of damage dealt to a part is also applied inward (core / shell). Laser is the default execute tool |
| Expose | Temporary weakpoint on a core after shell breaks or brand completion — bonus damage and stronger on-hit payoffs |
| Sever | Limb / shell / core kills are first-class events for overkill, pulses, and refunds |
Transfer prefers living shells and damageable cores — not limbs — and drills one outermost shell at a time before going deeper.
Build paths
Mix freely. Paths are identity, not hard locks.
Dissection — limb → core
Strip extremities and dump pain inward.
- Neural Feedback — limb damage transfers % to core (laser ≫ DMR)
- Overkill Conduit — limb-kill overkill multiplies and transfers inward
- Arterial Shred — +limb / −shell; Open Artery bonus laser transfer
- Joint Breaker — every 3rd DMR limb hit applies Decay
- Phantom Pain — bonus damage + charge refund vs regrown limbs
- Bleed Charge — limb hits generate bonus laser charge
Breach — shell → Expose → execute
Crack armor, open the core, dump the beam.
- Hard-Light Designator — shell kills Expose the core; laser on Exposed refunds charge
- Core Brand — DMR shell hits stack Brand; max stacks → next laser Exposes
- Pulverizer — +shell / −limb; shell hits splash inward
- Fault Line — repeated DMR hits on the same shell escalate damage
- Reactor Tap — core kills refund charge; Exposed cores also refund ammo
- Breach Charge — shell hits generate bonus laser charge
- Collapse Wave — shell kill emits a pulse scaled by shell max HP
Conductor — marks, arcs, clear
Paint packs, laser one body, clean the rest.
- Sympathetic Arc — laser on Marked parts arcs to nearby enemies
- Sympathetic Resonance — Marked damage echoes to other marks on that brain
- Voltaic Battery — reload throws an aim-battery blast with inward transfer
- Demonstrator's Trick — mode-switch empowers the next hit (spread Mark / heavy Mark)
- Triple Feed — DMR always Shock or Acid (rolled per mag)
- Rot Thread — every 3rd DMR shell hit applies Rot
- Marked Recycling — laser refunds DMR ammo on Marked or Exposed parts
- Elemental Emitter — laser applies rolled Shock or Acid
- Incendiary Laser — periodic fire wave along the aim path
Gunfeel staples
- Condensed Munitions — dump the mag in one shot; pierce scales with ammo spent
- Long Scope — reverse falloff (damage rises with distance) on DMR and laser
- Overheated Capacitor — laser damage ramps the longer the beam is held
- Gravitational Collapse — with Laser Hover, laser pulls enemies toward aim
- Plus ported staples: Hot Swap, Aux Reserves, Laser Hover, grid expanders, and other vanilla DMLR economy cards as independent copies
Install
<Mycopunk>/BepInEx/plugins/DMLRRework.dll
Dependency: BepInExPack_Mycopunk
Build from source:
dotnet build --configuration Release
Output: bin/Release/netstandard2.1/DMLRRework.dll
Notes
- Client-side mod; vanilla Scout / DMLR pool is not modified
- Upgrades are deep-copied onto Marksman via
CreateUpgrade(mod GUID + id offset) - Unlock and level persist across relaunch
- Designed for mid–long range precision / anatomy play — not pure spray clear without Conductor investment
Authors
- Sparroh
License
MIT — see LICENSE