
CoreProtectionRework
Adds protection to the core while all metal shells are alive.Details
CoreProtectionRework
A BepInEx mod for MycoPunk that implements a layered explosive damage immunity system for enemy cores and shells.
Description
This client-side mod fixes explosive damage mechanics to make enemy battles more engaging by implementing a complex layered protection system. Instead of instant destruction of cores when shells are broken, this mod enforces proper destruction sequences and damage reduction based on remaining protective layers.
The mod assigns shell IDs based on size and layer depth (Large/Inner/L1-3), tracks remaining shells in real-time, and applies immunity or damage reduction multipliers based on protection layers. Outer layers provide immunity to inner layers, while damage is scaled based on remaining protection. Core destruction is delayed to ensure proper explosive behavior.
Getting Started
Dependencies
- MycoPunk (base game)
- BepInEx - Version 5.4.2403 or compatible
- .NET Framework 4.8
Building/Compiling
- Clone this repository
- Open the solution file in Visual Studio, Rider, or your preferred C# IDE
- Build the project in Release mode
Alternatively, use dotnet CLI:
dotnet build --configuration Release
Installing
Option 1: Via Thunderstore (Recommended)
- Download and install using the Thunderstore Mod Manager
- Search for "CoreProtectionRework" under MycoPunk community
- Install and enable the mod
Option 2: Manual Installation
- Ensure BepInEx is installed for MycoPunk
- Copy
CoreProtectionRework.dllfrom the build folder - Place it in
<MycoPunk Game Directory>/BepInEx/plugins/ - Launch the game
Executing program
Once installed, the mod works automatically and affects all enemy engagements:
Damage Immunity Logic:
- Layer Protection: Outer shells (Large/L1) protect inner shells (Inner/L2/L3)
- Core Protection: All remaining metal shells protect the core from damage
- Shell Immunity: Inner shells are immune while outer shells exist
Damage Reduction Scaling:
- Cores take reduced damage based on remaining shell layers
- Damage penalties: 25%-75% reduction depending on protection state
- Final layer breaking allows normal damage through
Destruction Sequence:
- Shells must be destroyed from outside to inside
- Core destruction delayed by one frame when shells are removed
- Prevents instant kills when multiple explosives hit simultaneously
Help
- Doesn't seem to work? The mod only affects explosives (EffectType.IgnoreImmunity) - normal weapons unchanged
- Boss fights too easy/hard? Check BepInEx logs for shell assignment and damage calculations
- Crashes? Ensure all enemy assets have proper shell naming conventions (Large/Inner/L1-3)
- Incompatible with mods? Other mods changing enemy damage or shell logic may conflict
- Performance impact? Minimal - only processes shell logic during combat
- Logging too verbose? Logs are intended for troubleshooting shell assignments and damage calculations
- Bosses one-shot? Wait for shell destruction sequence - explosive immunity prevents instant kills
Authors
- Sparroh
- funlennysub (original mod template)
- @DomPizzie (README template)
License
- This project is licensed under the MIT License - see the LICENSE.md file for details