DMLRRework

v1.0.0·Updated 2026-08-05

Marksman Laser Rifle — dual-mode DMLR rework. Auto DMR tags anatomy; hold-aim laser executes. Severance upgrades: Mark, Expose, Transfer. Independent gear; vanilla Scout untouched.

About this mod Author’s original text

DMLR Rework — Marksman Laser Rifle

Custom primary for Mycopunk. A dual-mode marksman rifle that reads enemy anatomy and routes damage through it.

Tag the body. Cut the limb. Dump the pain into the heart.

Registered as its own gear slot — the vanilla Scout / DMLR is unchanged.

Core gunfeel

| Feature | Behavior |

|---|---|

| Identity | dmlr_rework / Marksman Laser Rifle |

| Base | Runtime clone of ScoutLaserRifle (model, laser, HUD, sounds) |

| DMR | Fully automatic, high accuracy |

| ADS | Disabled |

| Laser | Hold aim (RMB) to beam; release or empty charge → DMR |

| Priority | Both held → laser (default). With Hot Swap → DMR |

| Charge | ~20 DMR hits to full laser (mag-sized loop) |

| Reload | R reloads only — never mode-toggles |

Baseline is a clean auto-DMR + hold-laser charge loop. Anatomy fantasy is opt-in through the upgrade grid.

Severance

Upgrades speak a shared vocabulary. The gun does not enable it for free.

| Concept | What it does |

|---|---|

| Mark | Short, refreshable tag on the part you hit — hooks arcs, echo, charge, and transfer bonuses |

| Transfer | Fraction of damage dealt to a part is also applied inward (core / shell). Laser is the default execute tool |

| Expose | Temporary weakpoint on a core after shell breaks or brand completion — bonus damage and stronger on-hit payoffs |

| Sever | Limb / shell / core kills are first-class events for overkill, pulses, and refunds |

Transfer prefers living shells and damageable cores — not limbs — and drills one outermost shell at a time before going deeper.

Build paths

Mix freely. Paths are identity, not hard locks.

Dissection — limb → core

Strip extremities and dump pain inward.

  • Neural Feedback — limb damage transfers % to core (laser ≫ DMR)
  • Overkill Conduit — limb-kill overkill multiplies and transfers inward
  • Arterial Shred — +limb / −shell; Open Artery bonus laser transfer
  • Joint Breaker — every 3rd DMR limb hit applies Decay
  • Phantom Pain — bonus damage + charge refund vs regrown limbs
  • Bleed Charge — limb hits generate bonus laser charge

Breach — shell → Expose → execute

Crack armor, open the core, dump the beam.

  • Hard-Light Designator — shell kills Expose the core; laser on Exposed refunds charge
  • Core Brand — DMR shell hits stack Brand; max stacks → next laser Exposes
  • Pulverizer — +shell / −limb; shell hits splash inward
  • Fault Line — repeated DMR hits on the same shell escalate damage
  • Reactor Tap — core kills refund charge; Exposed cores also refund ammo
  • Breach Charge — shell hits generate bonus laser charge
  • Collapse Wave — shell kill emits a pulse scaled by shell max HP

Conductor — marks, arcs, clear

Paint packs, laser one body, clean the rest.

  • Sympathetic Arc — laser on Marked parts arcs to nearby enemies
  • Sympathetic Resonance — Marked damage echoes to other marks on that brain
  • Voltaic Battery — reload throws an aim-battery blast with inward transfer
  • Demonstrator's Trick — mode-switch empowers the next hit (spread Mark / heavy Mark)
  • Triple Feed — DMR always Shock or Acid (rolled per mag)
  • Rot Thread — every 3rd DMR shell hit applies Rot
  • Marked Recycling — laser refunds DMR ammo on Marked or Exposed parts
  • Elemental Emitter — laser applies rolled Shock or Acid
  • Incendiary Laser — periodic fire wave along the aim path

Gunfeel staples

  • Condensed Munitions — dump the mag in one shot; pierce scales with ammo spent
  • Long Scope — reverse falloff (damage rises with distance) on DMR and laser
  • Overheated Capacitor — laser damage ramps the longer the beam is held
  • Gravitational Collapse — with Laser Hover, laser pulls enemies toward aim
  • Plus ported staples: Hot Swap, Aux Reserves, Laser Hover, grid expanders, and other vanilla DMLR economy cards as independent copies

Install

/BepInEx/plugins/DMLRRework.dll

Dependency: BepInExPack_Mycopunk

Build from source:

dotnet build --configuration Release

Output: bin/Release/netstandard2.1/DMLRRework.dll

Notes

  • Client-side mod; vanilla Scout / DMLR pool is not modified

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Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_Mycopunk

File & checksum

Filename
DMLRRework-1.0.0.zip
File size
57.6 KiB