WeaponCycle
Puts a picked-up heavy weapon into the scroll wheel and weapon 1 key cycle, and lets the wheel skip weapons that are out of ammo.
| Date uploaded | a week ago |
| Version | 0.2.1 |
| Download link | doku_macaron-WeaponCycle-0.2.1.zip |
| Downloads | 20 |
| Dependency string | doku_macaron-WeaponCycle-0.2.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_Mycopunk
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403doku_macaron-MacaronCore
Shared library used only by doku_macaron's Mycopunk mods: adds a MODS tab to the Settings window (ON/OFF rows, colour pickers, English/Japanese labels) and logs hotkey conflicts. Replaces doku_macaron-ModKit.
Preferred version: 1.1.0README
Weapon Cycle
Puts the heavy weapon you picked up during a mission into the weapon cycle. In the unmodded game, the scroll wheel and the weapon 1 key only switch between weapon 1 and weapon 2, so the heavy weapon needs its own key. With this mod, both include it. The wheel can also skip weapons that are completely out of ammo.
Features
| Input | Unmodded | With this mod |
|---|---|---|
| Scroll wheel forward | Weapon 1 ⇄ weapon 2 | Weapon 1 → weapon 2 → heavy weapon → weapon 1 |
| Scroll wheel back | Weapon 1 ⇄ weapon 2 | The same, in reverse |
| Weapon 1 key | Weapon 2 if you hold weapon 1, otherwise weapon 1 | Each press: weapon 1 → weapon 2 → heavy weapon → weapon 1 (from any other slot: weapon 1) |
| Weapon 2 key | Unchanged | Unchanged |
- Without a heavy weapon, switching works as in the unmodded game.
- Skip empty weapons on the wheel: the wheel skips a weapon whose magazine and reserve are both empty. Weapons that can fire without ammo are never skipped. If every other weapon is empty, you stay on the current one.
- The weapon keys never skip, so you can still pick an empty weapon on purpose.
Requirements
- BepInExPack_Mycopunk
- Mycopunk Mod Kit (installed automatically as a dependency)
Settings
The config file is BepInEx/config/t4t5u0.mycopunk.weaponcycle.cfg. Settings marked * can also be changed in game under Settings → MODS (the MODS tab is provided by Mod Kit) and take effect at once.
| Setting | Default | What it does |
|---|---|---|
General.Enabled * |
true | Include the heavy weapon in the scroll wheel and weapon 1 key cycle. Off: the game's behaviour |
General.SkipEmptyOnWheel * |
true | The scroll wheel skips weapons whose magazine and reserve are both empty |
Multiplayer
Client-side only. It only changes which slot your own inputs switch to, using the game's normal weapon switch, so other players don't need it.
Notes
- While you hold your utility item or grenade, the wheel switches as usual (no skipping).
- It doesn't touch your save.
Source: https://github.com/doku-macaron/mycopunk-mods-public Author: t4t5u0 Not affiliated with Pigeons at Play or Devolver Digital.
CHANGELOG
Changelog
0.2.3
- The game's own wheel and weapon 1 key code now runs as is; only the slot it switches to is replaced. Same behaviour.
- Code follows the Mycopunk modding wiki conventions (publicized game assembly,
[HarmonyPatch]classes, no reflection by name). - Needs doku_macaron-MacaronCore 1.1.0.
0.2.2
- Depends on doku_macaron-MacaronCore (the renamed shared library) instead of doku_macaron-ModKit. No other change in game.
- README: names the similar mods (EquipAllWeapons, HeavyIntegration) and what this one adds.
0.2.1
- First release on Thunderstore.