CoreProtectionRework
Nerfs piercing and explosive damage that bypasses enemy shell armor to hit cores. Configurable structural armor falloff.
About this mod Author’s original text
Core Protection Rework
A BepInEx mod for Mycopunk that reduces how hard piercing and explosive damage can skip enemy shell armor and dump
damage straight into cores.
Features
- Structural armor checks — uses the live enemy component tree (EnemyShell under a core), not fragile GameObject
name matching.
- Piercing falloff — IgnoreImmunity can still hit cores, but damage scales down for each living shell still
attached.
- Explosive falloff — explosive, AOE, and mega-explosive core hits are scaled while shells remain.
- Vanilla bonus replacement — the free full-armor explosive core poke and the vanilla x2 explosive core bonus are
replaced with configurable values (defaults: heavily reduced / no bonus).
- Config file — tune penalties, floors, and bonuses without rebuilding. Edits to the cfg on disk hot-reload
in-game (debounced).
What this does not do
- It does not re-implement outer→inner shell gating (vanilla EnemyShell already blocks hits on shells that still have
shell children).
- It does not force-kill cores when shells die (vanilla already handles core death when children are gone).
Getting Started
Dependencies
- Mycopunk
- BepInEx 5.4.2403+ (Mycopunk pack)
- HarmonyLib (via BepInEx)
Building
dotnet build --configuration Release
Output DLL: bin/Release/netstandard2.1/CoreProtection.dll
Installing
r2modman: install the package normally.
Manual: copy CoreProtection.dll to /BepInEx/plugins.
Configuration
After the first launch, edit:
BepInEx/config/sparroh.coreprotection.cfg
| Section | Key | Default | Meaning |
|------------|---------------------|---------|------------------------------------------------------------------------------------------------------------------------------|
| General | EnablePierceNerf | true | Scale IgnoreImmunity (armor-pierce) damage against cores still protected by shells |
| General | EnableExplosiveNerf | true | Scale explosive / AOE / mega-explosive damage against armored cores, and replace vanilla core explosive bonuses |
| Piercing | ShellPenalty | 0.55 | Falloff strength per alive shell (higher = harsher) |
| Piercing | MinMultiplier | 0.25 | Lowest pierce multiplier against armored cores (0–1) |
| Explosives | ShellPenalty | 0.75 | Falloff strength per alive shell (higher = harsher) |
| Explosives | MinMultiplier | 0.15 | Lowest explosive multiplier against armored cores (0–1) |
| Explosives | FullArmorMultiplier | 0.10 | Extra multiplier when no shells have been broken yet (vanilla free core hits). 0 blocks effective damage |
| Explosives | OpenCoreBonus | 1.0 | Replaces vanilla x2 explosive bonus once the core is fully exposed (0 shells left). 1 = no bonus, 2 = vanilla |
| Explosives | ArmoredBonus | 1.0 | Replaces vanilla x2 explosive bonus while some shells remain but the core is already vulnerable. Applied after shell falloff |
Falloff formula:
multiplier = max(MinMultiplier, 1 / (1 + ShellPenalty * aliveShells))
Multiplayer
This mod changes combat math and is marked as sandbox content that all players should run at the same version. The
host’s damage path is what matters for application; keep the mod matched across the lobby.
Changelog
See CHANGELOG.md.
License
MIT — see LICENSE.
Author
Sparroh
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: