Mycopunk Weapon Mods: The Hex Grid Explained

How Mycopunk weapon mods work: the 5x5 hex grid, six rarity tiers, 618 nodes, rotation milestones, pattern infusion and crafting costs.

Last Updated: 2026-10-25

Mycopunk Weapon Mods: What Each Slot Does

"Mycopunk weapon mods" is what most players call the hex upgrades that slot into a gun, and the name is slightly misleading: there are no named mod slots, no attachments and no scopes. A weapon has one 5×5 hex grid, and everything you put in it is a mod node drawn from the same pool every other player draws from.

Quick answer

How Mycopunk weapon mods work: the 5x5 hex grid, six rarity tiers, 618 nodes, rotation milestones, pattern infusion and crafting costs.

Hex upgrade grid on a weapon in Mycopunk
Hex upgrade grid on a weapon in Mycopunk

The grid is the mod system

Each weapon has 25 cells. Nodes are shapes, not single cells: a node can cover two, three or five hexes, and the pattern decides what fits next to it. That is the whole build system — where a node goes determines what else you can fit, and the game shows you the shape before you commit.

Grid size grows with player level, not with the weapon:

Player level Grid
0–2 5×5
3 6×5
6 6×6
10+ 7×6

The six rarity tiers

The 1.0 build contains 618 weapon mod nodes across 19 upgradeable gear entries, split by rarity:

Rarity Nodes
Standard 85
Rare 205
Epic 167
Exotic 96
Oddity 22
Contraband 43

Standard and Rare make up nearly half the pool and are the nodes you will see most; Exotic and above are what a build is actually built around. Oddity is the red-tier pool (9 unique nodes) and Contraband the purple one (7 unique nodes); both are endgame-only and both cost Saxonite to reroll.

What the tiers mean in practice

  • Standard — small numeric bumps, one or two cells, available from the first mission
  • Rare — conditional effects, wider shapes, rotation unlocked at level 8
  • Epic — the first nodes that change how a weapon behaves, rotation at level 16
  • Exotic — one per weapon usually, often with a turbocharge attached
  • Oddity — red-tier, 800 scrip per upgrade, needs 200 rare resource
  • Contraband — purple-tier, 800 scrip, 60 rare resource, cleansed for free in Ouroboros

Rotation and pattern infusion

Rotation is a keyboard action: A and D spin the node before you place it, and the tier you can rotate is gated by player level (3 for Standard, 8 for Rare, 16 for Epic, 30 for Exotic and above). The colour of the A/D tooltip in your inventory tells you which tier you are currently allowed to spin.

Pattern infusion arrives at player level 13 and is the other half of the mod system: you can infuse one upgrade's pattern into another, keeping the effect and changing the shape. Patch 2.0.2 rebalanced the stat penalty for infusing a bigger pattern into a smaller one, which made infusion far more usable than it was at launch.

Where mods come from

Nodes drop from four sources: mission rewards, weapon levels (levels 3, 5, 7, 10, 12 and 32 give curated or rarity-guaranteed nodes), crafting, and the weekly Amalgamation. Crafting costs scale with rarity and with whether the roll is new to your collection:

Operation Cost
Random craft 4 scrap + 1 of each regional resource
Weapon craft 6 scrap + 1 of each regional resource
Upgrade craft 8 scrap + 1 of each regional resource
Random craft (new node) 4 scrap + 5 of each resource + 2 Saxonite
Upcraft to Rare 10 Standard scrap
Upcraft to Epic 10 Rare scrap
Upcraft to Exotic 10 Epic scrap

FAQ

Are weapon mods shared between guns?

No. Every node belongs to one weapon or one employee. A Cycler node cannot go into the Trident S2, and the game does not let you infuse across weapons.

Can you remove a mod once placed?

You can overwrite it, but you do not get the node back. Placement is permanent for that copy, which is why the rotate preview matters more than it looks.

What is the maximum number of mods on a weapon?

25 cells, minus whatever the node shapes waste. In practice a full 7×6 grid with well-shaped nodes holds six to nine nodes; the record builds squeeze in more by using one-cell Standard nodes.

If you are planning what to open next, the upgrade grids explained page covers node shapes and rarity, while the threat levels page shows what the harder tiers actually pay.

Sources

Upgrade shapes, rarity tiers and cost values were read from the live upgrade inventory in Mycopunk 1.0 and cross-checked against the official patch notes and the Steam store page. Community reports on rolled nodes come from the Steam guide index.

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