AlliedDefenses
Hijack turrets, mines & spikes from the terminal to fight the monsters for you. Team-wide upgrades, a deployable Defense Beacon, and counter-play vs 7 UNKILLABLE enemies. Co-op synced. ALL players nee
About this mod Author’s original text
AlliedDefenses
Hijack the facility's defenses from the ship terminal and turn them against the monsters.
A hijacked turret, mine or spike trap becomes allied: it stops targeting players and goes
after the enemies instead. Then spend your team's credits on upgrades, and deploy a
carryable Defense Beacon that protects you out in the field — even against the enemies you
can't kill.
Author: Remilulz_91 — © 2026 Remilulz_91, all rights reserved.
Features
- 🔧 Hijack the facility's defenses — turrets, mines and spike traps become allied and
turn on the monsters instead of you.
- 💰 Team-wide upgrades — bought once from shared credits, everyone benefits: turret damage,
fire rate, range, hijack duration, mine radius, and the counter-play auras below.
- 📡 Deployable Defense Beacon — buy it once, then drop it at your position with a key,
anywhere in the field (where there are no turrets/mines), to project your protection. Radius ring
shown in-world and on the ship monitor.
- 🖥️ Hack Tool — buy it, then aim at a locked big door, turret, mine or spike trap and press a
key to trigger it — like typing its code at the terminal, but from inside the facility.
- 🛡️ Counter-play vs 7 UNKILLABLE enemies — hide from / disable the things you can't shoot:
Ghost Girl, Coil-Head, Earth Leviathan (sand worm), Eyeless Dogs, Barber, Hygrodere, Circuit Bees.
- 🤝 Co-op synced — upgrade levels and the beacon are shared across the lobby, including
players who join mid-game.
- 🌍 English & French terminal help, plus a fully configurable.cfg.
⚠️ Multiplayer: EVERY player must install this mod (same version). It adds synced
behaviour, so it won't work if only the host has it. Playing solo/host is fine.
Terminal commands
Type these at the ship computer. The keyword ally is configurable (see the config).
| Command | What it does |
|---|---|
| ally | Show the short command list (same as below). |
| ally | Hijack one defense by its id, e.g. ally U9. The id is the same code you'd use to disable that turret/mine/spike (the one on the radar map). |
| ally turrets | List every turret on the level and its id. |
| ally mines | List every mine on the level and its id. |
| ally spikes | List every spike trap on the level and its id. |
| ally upgrades | Show all upgrades, their level, effect and next cost, plus your credits and save mode (see below). |
| ally upgrade | Buy the next level of an upgrade with ship credits, e.g. ally upgrade turretdamage. |
| ally upgrade reset | Reset all upgrades back to level 0. |
| ally beacon | Buy the Defense Beacon (one-time); deploy it with the deploy key. |
| ally hack | Buy the Hack Tool (one-time); use it by aiming + the hack key. |
| ally help | Explain how the mod works (also ally info). |
| ally config | Show the current settings, read live from the config. |
What ally upgrades shows
The command prints your credits, the save mode, then every upgrade with its current level,
its effect at that level, and the cost of the next level. Example:
ALLIED DEFENSES - UPGRADES
Credits: 500
Save mode: kept through game over
duration Lv 0/10 (60s allied) next: 120 cr
turretdamage Lv 0/25 (1 dmg/shot) next: 100 cr
firerate Lv 0/6 (4.8 shots/s) next: 130 cr
turretrange Lv 0/8 (30m detect) next: 100 cr
mineradius Lv 0/6 (4m radius) next: 90 cr
sanity Lv 0/5 (off (Ghost Girl)) next: 150 cr
neutralize Lv 0/5 (off (Coil-Head)) next: 200 cr
seismic Lv 0/5 (off (Earth Leviathan)) next: 180 cr
muffle Lv 0/5 (off (Eyeless Dog)) next: 160 cr
barber Lv 0/5 (off (Barber)) next: 170 cr
slime Lv 0/5 (off (Hygrodere)) next: 140 cr
bees Lv 0/5 (off (Circuit Bees)) next: 120 cr
cloak Lv 0/5 (off (Old Bird + big)) next: 220 cr
beacon Lv 0/1 (not owned) next: 175 cr
slots Lv 0/3 (1 beacon(s) at once) next: 200 cr
Buy with 'ally upgrade '.
Upgrades are team-wide: bought once from the shared ship credits, every player in the lobby
benefits (levels are synced to everyone, and players who join mid-game get the current levels).
The cost of each level sc
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: