BetterJackhammer
REWORKED CUSTOMIZABLE Jackhammer Nerf! Inspired by the Broccolite nerf idea
About this mod Author’s original text
BetterJackhammer (Small Fix)
This mod implements a REWORKED JACKHAMMER NERF
Original idea belongs to Broccolite I only implemented it
This mod can be CONFIGURED using!
You can edit many parameters and switch between 3 Jackhammer nerf states:
- Fraud Update Nerf (current)
- Broccolite Nerf Idea
- Without A Nerf (state before Fraud)
Original Idea that was implemented
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__JACKHAMMER REWORK__
- The Jackhammer will operate on a heat system, still retaining all of its current rules.
Hammers will generate heat according to which gauge is used. All heat is shared between all three hammers, or the one/two you might be using if you're using shotguns as well. If any hammer reaches (≥1) heat, it puts that hammer on cooldown and resets the heat for other hammers that aren't on cooldown, putting the heat shared meter on 0, except for hammers that are currently on cooldown.
Green gauge hits would add 0.25 heat.
Yellow gauge hits would add 0.5 heat.
Red gauge hits would add 1 heat.
For every projectile converted into a hitscan upon being struck with a hammer, 0.25 heat is added. (However, if you would go over the heat limit with the CE Jackhammer while hammering several consecutive projectiles/enemies, the cooldown will buffer to allow all projectile/enemy hits to go through)
Heat dissipates at a rate of 0.25 per second. (Was reworked into 8 seconds)
- Example scenarios.
- Three consecutive yellow hits would put the last selected hammer variant you got to ≥1 heat on cooldown.
- Two consecutive yellow hits would place you at roughly 0.60-0.75 heat, enabling you to perform a red gauge hit for double the damage to maximize the spoils from your heat.
- Performing a double hammer boost with a ridden rocket and a core will add 0.5 heat each time, similar to a yellow gauge hit.
- The buff side of things.
To compensate for this inherent nerf, red gauge hits will have their damage increased to 12 again. Originally, the optimal way to use the Jackhammer was to spam yellow gauge hits so that you wouldn't be forced out of your Jackhammer. This rework enables red gauge hits to be as impactful as they deserve to feel, while also limiting excessive easy use of yellow gauge hits.
With this change, building to a red gauge as a final hit to reset the heat on your other Jackhammers would be a viable strategy.
And also added:
Small Shotgun Synergy Addition - every shot slightly reduces heat (by 0.125)
Pump Charge also adds more heat on hit with each Pump (by 0.125)
The sound is no longer completely random and now changes as heat builds up
The jackhammer motor now indicates the heat level and rotates depending on it
And Overheat cooling time was increased from 7 to 8
That's basically all, have fun ig:)
Made another update based on updated requests from Broccolite (Wow a lot of updates+++)
No hate, pretty please...:)
And also, big hello to all jackhammer fans!
And another hi for tetriscat66 your implementation is also done great! (dont stop cooking)
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: