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 | 2 days ago |
| Version | 0.2.3 |
| Download link | doku_macaron-WeaponCycle-0.2.3.zip |
| Downloads | 21 |
| Dependency string | doku_macaron-WeaponCycle-0.2.3 |
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.
Similar mods
EquipAllWeapons lets the wheel go through every unlocked primary, and HeavyIntegration keeps a heavy weapon in your loadout on the stored-weapon key. Weapon Cycle keeps the vanilla two primaries and instead puts the heavy weapon you are carrying into the wheel and weapon 1 key cycle, and lets the wheel skip weapons that are out of ammo. Both this mod and EquipAllWeapons change what the scroll wheel does, so using them together is not recommended.
Requirements
- BepInExPack_Mycopunk
- Macaron Core (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 Macaron Core) 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.