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PocketCartTurret
Turn your pocket cart into an automatic turret with a mounted cannon or laser. Only the host needs the mod; friends can play completely vanilla.
| Date uploaded | 4 days ago |
| Version | 0.1.1 |
| Download link | Artrointel-PocketCartTurret-0.1.1.zip |
| Downloads | 472 |
| Dependency string | Artrointel-PocketCartTurret-0.1.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
PocketCartTurret
Turn your pocket cart into an automatic turret. Park it to defend a spot, or take it with you.
Drop a Cart Cannon or Cart Laser into a pocket cart and let it watch your back. Park the cart wherever you need an unattended turret, or pull it along for mobile fire support. PocketCartTurret automatically detects nearby enemies, turns the weapon toward the closest clear target, and opens fire whether the cart is stationary or moving.
Only the host needs the mod. Your friends can play completely vanilla.
Host-only installation, shared firepower
Install PocketCartTurret on the host and everyone in the lobby can enjoy the automatic turret, including players without this mod or BepInEx. Weapon rotation, warning beeps, firing effects, and damage use the game's existing multiplayer synchronization.
No extra setup or downloads are required for your friends. Installing the mod only on a client does not enable automatic turrets; it must be installed on the host.
How to use
- Install PocketCartTurret and its BepInExPack dependency on the host.
- Bring a pocket cart and a Cart Cannon or Cart Laser into a mission.
- Place the weapon in the pocket cart and keep its battery charged.
- Park the cart at a position you want to defend and let it track and fire on its own. You can also pull it along while it operates.
Grab the weapon itself whenever you want manual control. Release it in the pocket cart to resume automation.
Features
- Cannon and laser support: turn the weapons you already own into automatic turrets.
- Automatic targeting: tracks the nearest enemy with a clear firing path within 70% of the weapon's normal range—17.5 m for cannons and 10.5 m for lasers.
- Warning before firing: arming beeps play while the turret tracks. The first shot requires two seconds of continuous tracking and an aligned, unobstructed barrel.
- Stationary or mobile defense: leave the cart in place as an unattended turret, or pull it along while it tracks and fires. No player needs to hold or push the cart for automation to work.
- Vanilla weapon behavior: keeps normal battery consumption, damage, and firing effects. Automation pauses when the weapon is grabbed, removed from the pocket cart, or out of power.
Brief loss of detection restarts the two-second tracking hold. Uninterrupted follow-up shots use the weapon's normal preparation time. Weapons on the floor or in a large cart do not become automatic turrets.
Installation
Use a Thunderstore-compatible mod manager and install this package on the host. Its BepInExPack dependency will be installed automatically.
For manual installation, install BepInExPack first, then extract this ZIP's BepInEx folder into your R.E.P.O. game directory. The plugin is BepInEx/plugins/PocketCartTurret/PocketCartTurret.dll.
Links
CHANGELOG
Changelog
0.1.1
- Clarify that the cart works as an unattended stationary turret as well as mobile fire support. No player needs to hold or push it.
- Documentation update; gameplay is unchanged.
0.1.0
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Introduce PocketCartTurret: turn a pocket cart with a mounted cannon or laser into a mobile automatic turret. Only the host needs the mod; vanilla friends can join.
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Add the PocketCartTurret artwork and final Thunderstore icon.
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Keep pending warning mines through brief detection loss, defer arming audio until native initialization, and retain warning audio throughout long tracking/alignment waits.
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Add a temporary vanilla Explosive Mine with repeating arming beeps at first detection, a two-second continuous-tracking hold before the first shot, and network cleanup before firing. Stock clients receive the native Arming state RPC. Warning mines cannot arm, trigger, or explode.
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Preserve vanilla upright stabilization and damping while steering the cart weapon's heading.
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Preserve upright posture on the cart and acquire targets only from the actual muzzle with a yaw-only sweep; never synthesize a corrected barrel pose.
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Ignore non-enemy trigger volumes in firing visibility checks.
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Add host-controlled automatic cannon and laser targeting on mini carts.
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Restrict detection to 70% of vanilla weapon range and a clear, reachable horizontal firing ray.
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Track the nearest live enemy without controlling pitch or restricting cart pulling.
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Reuse vanilla firing, battery, damage, effects, and network synchronization.
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Add Debug-only mission-start test equipment; exclude it from Release and require Release packaging.
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Spawn and follow warning mines at the mounted weapon position. Restart the two-second tracking hold after any tracking loss, while reusing a pending mine through brief loss.
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Remove experimental audio/visual diagnostics, prefab probes, and the F8 sound test. Keep only useful lifecycle/error logs and Debug mission equipment.
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Replay initial warning settings to late joiners and block inventory equip requests.