EngineerRedux
A mod and library aimed at expanding Engineer's loadout.
Screenshots 5 screenshots
About this mod Author’s original text
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!
I highly recommend using ProcPatcher alongside this mod so the laser attack isn't at a massive disadvantage with items like Ukelele and ATG
What it does:
Gives Engineer access to turret primaries:
Gauss
- Fires bullets from both barrels, dealing 70% damage, 6 times per second.
- PEW PEW.
- As usual, has damage falloff.
Laser
- Fires two continuous lasers from both barrels, dealing 40% damage, 10 times per second.
- Enemies hit by the laser are slowed by 50%.
- 0.6 Proc Coeff (Default)
- Max range of 300m
Gives turrets access to engineer primaries:
Grenades
- 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
- Turrets fire bullets, dealing 70% damage 3 times per second.
- unchanged from the default.
- As usual, has damage falloff.
Laser
- Turrets fire a continuous laser, dealing 40% damage, 5 times per second.
- Enemies hit by the laser are slowed by 50%.
- 0.6 Proc Coeff (Default)
- Max range of 300m
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.
For Developers
To build the project yourself:
- Install Nix (the package manager)
- Install Devenv
- Modify the mod profile path in./devenv.nix to match your developer mod profile.
- 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.
- 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.
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: