CoughingBaby-EngineerRedux icon

EngineerRedux

A mod and library aimed at expanding Engineer's loadout.

Last updated 3 days ago
Total downloads 3708
Total rating 1 
Categories Mods Player Characters Tweaks Skills
Dependency string CoughingBaby-EngineerRedux-1.0.5
Dependants 1 other package depends on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2108 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2108
RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
RiskofThunder-R2API_Skills-1.0.4 icon
RiskofThunder-R2API_Skills

API for skills

Preferred version: 1.0.4
RiskofThunder-R2API_Language-1.1.0 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.1.0
RiskofThunder-R2API_ContentManagement-1.0.10 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.10

README

Engineer Redux

! Almost definitely incompatible with any mod that adds/edits Engineer's special (and maybe also Engi & Turret's primary) !

For questions/concerns, make an issue on the GitHub, or contact me on Discord (_s.k)

Massive thanks to Omeletttte for the skill icons!

Ever wished you could have Mobile Turrets with bullets instead of lasers? Ever wished the engineer could use lasers instead of grenades? Ever wished your turrets could shoot grenades?

This is the mod for you!

What it does:

Gives Engineer access to turret primaries:

Gauss

Engi Gauss Primary Icon

  • Fires bullets from both barrels, dealing 70% damage, 6 times per second.
  • PEW PEW.
  • As usual, has damage falloff.

Laser

Engi Laser Primary Icon

  • Fires two continuous lasers from both barrels, dealing 40% damage, 10 times per second.
  • Enemies hit by the laser are slowed by 50%.
  • 1.0 Proc Coefficient, so things like ATGs actually work.
  • Max range of 300m, with no damage falloff.

Gives turrets access to engineer primaries:

Grenades

Turret Grenade Icon

  • Turrets charge up 4 grenades, dealing 100% damage each.
  • Turrets are un-burdened of thought and have trouble aiming at fast-moving targets and compensating for gravity.
    • Be nice, it is their first day on the job.

Gauss

Turret Gauss Icon

  • Turrets fire bullets, dealing 70% damage 3 times per second.
  • unchanged from the default.
  • As usual, has damage falloff.

Laser

Turret Laser Icon

  • Turrets fire a continuous laser, dealing 40% damage, 5 times per second.
  • Enemies hit by the laser are slowed by 50%.
  • 1.0 Proc Coefficient, so things like ATGs actually work.
  • Max range of 300m, with no damage falloff.

Other changes:

  • Makes turret primaries independent from their mobility type (mobile can use machine gun, and stationary can use laser beam).
  • Buffs Mobile turrets' speed (7 -> 8) to keep up with Engineer.
  • Buffs the Stationary turrets' base defensive stats by 50%.
    • This is to make Stationary turrets not get 2 shot in higher difficulty scaling, and works as a tradeoff for the mobility.
  • Adds an extensible library for other mod devs to add customizations to Engi's Turret

Future Plans (Devs, feel free to help out!):

  • Configs.
  • RiskOfOptions Compat.
  • AI improvements.
    • Increase max range.
    • Make mobile turrets not stupid.
    • Some target priority logic.
  • Change the head of the turret based on selected turret primary.
  • Fix skill names (needs to be human readable).
  • Make Turret Skins independent of Engineer Skins.
  • Add mod compatibility for some popular mods.
  • EngineerReduxExtended:
    • Turret Body Types
      • 'Drone'
    • Weapons
      • Flamethrower
      • Railgun
      • Buzzsaw
      • Shotgun
  • GitHub Action to build and publish to thunderstore.

For Developers

To build the project yourself:

  1. Install Nix (the package manager)
  2. Install Devenv
  3. Modify the mod profile path in ./devenv.nix to match your developer mod profile.
  4. While in the repository, run devenv shell to activate the developer shell.or install direnv and run direnv allow to automatically enter the shell every time you open the repo.
  5. type build in the terminal to build the project. The output .dll file should be symlinked to your mod profile, so just hit "launch modded game" in whatever modmanager you use.