MoreStackables
Makes upgrades that are stackable in Ouroboros also stackable in the base game.
About this mod Author’s original text
MoreStackables
A BepInEx mod for Mycopunk that makes upgrades stackable in the base game when they are already stackable during
Ouroboros.
What it does
In vanilla Mycopunk, many upgrades can only be stacked while running Ouroboros (temporary mission upgrades). Outside of
Ouroboros, equipping a second copy of the same upgrade is blocked.
This mod promotes those Ouro-only stackable upgrades so they use permanent stacking rules everywhere:
- If an upgrade has CanStackInMission (stackable on Ouro temp drops)
- and does not already have CanStack
- it receives CanStack
You still need multiple owned instances and free hex grid space. The mod does not spawn free duplicates.
What it does not change
- Upgrades that are intentionally unique / exclusive (OnlyOneOfThisType) stay exclusive
- Cosmetic / skin pattern exclusivity is unchanged
- Upgrades that were never stackable in Ouroboros are left alone
Dependencies
- Mycopunk
- BepInEx (BepInExPack_Mycopunk 5.4.2403 or compatible)
Building
dotnet build --configuration Release
Output DLL: bin/Release/netstandard2.1/MoreStackables.dll
Installing
r2modman: install the package normally.
Manual: place MoreStackables.dll in /BepInEx/plugins.
Configuration
BepInEx/config/sparroh.morestackables.cfg
| Setting | Default | Description |
|-------------------------------|---------|-------------------------------------------|
| General.Enable Stackables | true | Master toggle |
| Debug.Log Promoted Upgrades | false | Log each upgrade that receives CanStack |
Notes
- Marked as a sandbox balance mod (changes power fantasy / build flexibility).
- Safe to add mid-save; it only flips runtime flags on upgrade definitions.
- Works with already-owned duplicate instances as soon as the mod loads and upgrades register.
Authors
- Sparroh
License
MIT — see LICENSE
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: