
VoidDrones
Early access: Void Drone Controllers, ship turrets that launch a player-piloted drone. Kinetic and Energy variants, MkI-III upgrades, weapon selection from found blueprints, loot drops. All players need the mod.Void Drones (early access)
A drone controller torn from a Void Reclaimer. Former Ectypes found it and rewired it to Metem standards.
Void Drones adds the Void Drone Controller, a turret module that launches a drone you fly yourself from the gunner seat. The drone fires with the controller's own weapon, ammunition, gunner perks and ship weapon upgrades.
This is an early release. Expect rough edges, and please report bugs with your BepInEx/LogOutput.log.
Features
- Two controllers
- Kinetic Void Drone Controller: orange drone, starts with the Benediction Cannon.
- Energy Void Drone Controller: blue drone, starts with the Confessor Carronade.
- Upgradable MkI → MkIII with the normal module upgrade. The weapon upgrades exactly like its vanilla counterpart, and each Mk adds +5% drone speed and health.
- Weapon selection before launch. Choose any weapon of the controller's damage type that you have unlocked this run, from a blueprint or the Fabricator.
- Kinetic: Benediction, Litany, Bestower, Orison.
- Energy: Confessor, Shuriken, Recuser, Absolver.
- Obtaining controllers: inscribe one at the Fabricator (MkII/MkIII need a matching blank crate), or find one as loot wherever the starting weapons drop.
- Flight: inertia, boost with cooldown, strafing, roll, a chase or first-person camera, and collision.
- Range: the signal fades with distance. Beyond 2 km the drone is recalled, with a warning shortly before. Drones are also recalled when the void jump starts.
- HUD: distance to the ship, boost status, and a marker pointing back to your ship. The game's sound is heard from the drone while you fly.
- Multiplayer: the host manages every drone, and any crew member can fly one.
How to use
- Inscribe a Void Drone Controller at the Fabricator and install it in a weapon socket, like any turret.
- Power it, load its ammunition, and sit in it.
- Optionally pick a weapon (see Controls), then press L to launch.
- Press L again to recall the drone.
Controls (defaults, configurable)
| Action | Key |
|---|---|
| Launch / recall | L |
| Move | W A S D |
| Up / down | Space / C |
| Roll | Q / E |
| Steer | Mouse |
| Boost | Left Shift |
| Fire / reload | Left mouse / R |
| Chase / first-person camera | V |
| Pick weapon (seated, before launch) | 1 - 8 |
Changing weapons: pick the weapon, then leave the seat. The controller is rebuilt with that weapon at the same Mk; sit back down to launch. As with a vanilla upgrade, the controller's ammo and mod sockets must be empty, and it must not be damaged.
Configuration
Settings are in BepInEx/config/VoidDrones.cfg (r2modman: Config editor). They cover keys, flight feel (speed, inertia, turning), boost, camera, range and static, the per-Mk bonus, and audio.
BepInEx/config/VoidDrones.Layout.json holds the drone and controller model layout. It's an advanced option and reloads live.
Multiplayer
Every player needs this mod (VoidManager checks this when joining). The host runs the drones; clients fly theirs with no input lag.
Known limitations
- Early access: balance and visuals are unfinished. The controller has no model of its own yet; the turret's outside parts are hidden.
- Changing weapons requires leaving the seat. The rebuilt controller starts without loaded ammo and may need its power switched back on.
- The drone is a re-coloured Hollow Morph.
/dronesis a chat command for debugging.