FakeGameDevelopers-PeakShotgun icon

PeakShotgun

A shotgun from PEAK's blowgun. Roots always has at least two luggage with one; optional any-biome spawns. Blasts flip zombies harder than a coconut.

Last updated an hour ago
Total downloads 78
Total rating 2 
Categories Mods Items AI Generated
Dependency string FakeGameDevelopers-PeakShotgun-1.0.6
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.2403 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.2403
PEAKModding-PEAKLib_Core-1.6.0 icon
PEAKModding-PEAKLib_Core

Core module of the PEAKLib community API.

Preferred version: 1.6.0
PEAKModding-PEAKLib_Items-1.6.2 icon
PEAKModding-PEAKLib_Items

Items module of the PEAKLib community API.

Preferred version: 1.6.2

README

peak-shotgun

Shotgun preview

Shotgun preview

Shotgun preview

Turns PEAK's leftover blowgun into a shotgun.

A blast throws eight pellets in a short cone, about every 0.85 seconds. Scouts who are hit take a heavy Injury and get flipped. Zombies ignore Injury. The first hit flips them and adds Drowsy. The second hit knocks them out, and they stay down until PEAK kills them. See the zombie page.

Requirements

PEAK does not include a shotgun model. The mod builds the gun from the blowgun already in the game, names it Shotgun, and makes it fire on its own. Installing the mod is the whole setup.

Where it spawns

  • Roots: every run, at least two random luggage anywhere on the Roots map are forced to contain a shotgun. This always happens; no config turns it off.
  • Other biomes: by default the shotgun does not appear in luggage outside Roots.
  • Set CanSpawnOnAnyBiome = true under [Shotgun] in BepInEx/config/PeakShotgun.cfg to also allow very rare random shotgun rolls in other biomes. Roots still forces two suitcases either way.
  • Cap: at most 4 luggage per biome can contain a shotgun in a single run (including Roots).

It looks like the blowgun, because that is the model PEAK ships. It does not replace the blowgun.

Configuration

After one launch, edit BepInEx/config/PeakShotgun.cfg:

Section Key Default Meaning
[Shotgun] CanSpawnOnAnyBiome false false = Roots luggage only (plus the two forced suitcases). true = can also roll in luggage in other biomes
[Shotgun] Shots 5 Shots per shotgun (host's value in multiplayer)
[Shotgun] EnableRecoil true Push the shooter back on each shot
[Shotgun] Recoil 5 Recoil strength in m/s (0–10)
[Combat] FriendlyFire true true = injure other scouts. false = knockback only, no Injury
[Shootables] Zombies true Hit / knock down zombies
[Shootables] Mandrake false Destroy mandrakes
[Shootables] Beetles false Kill beetles
[Shootables] Spiders false Stun spiders
[Shootables] Spores false Break spore bombs / clear spore clouds
[Shootables] Scorpions false Kill scorpions
[Shootables] Dynamite false Light dynamite fuses
[Debug] EnableDebugMode false Host spawns test zombies, a shotgun, and luggage at the Airport / Shore

Install

  1. Install the package with r2modman / Gale, or drop PeakShotgun.dll into BepInEx/plugins/PeakShotgun/.
  2. Launch PEAK from r2modman. Starting the game from Steam skips BepInEx.

How to test

  1. Set EnableDebugMode = true under [Debug] in the PeakShotgun config file (it appears after one launch). Host a run. On the Shore, three zombies appear near you, and a Shotgun is on the ground in front of you. With debug mode off (the default) nothing is force-spawned there; open Roots luggage to find the two guaranteed shotguns.
  2. Press primary fire. It shoots a spread of pellets about every 0.85 seconds, plays the shotgun fire sound and pushes you back a little. Each shotgun has 5 shots. Tune Shots, EnableRecoil, and Recoil under [Shotgun] as needed.
  3. Shoot another scout. They take a heavy Injury and get flipped. You cannot hit yourself.
  4. Reach the Roots (Peak ascent or higher for natural zombies). Open luggage until you find a shotgun, then shoot a zombie. The first blast flips it, and it can get back up. The second blast knocks it out, and it stays down. Or use debug Shore zombies from step 1.

Build

Requires PEAK installed (auto-detected under common Steam paths), or set PEAK_GAME_DIR / -p:PeakGameRootDir=.

dotnet build Peak.Shotgun.slnx -c Release

Optional deploy: -p:DeployToPeak=true -p:PeakPluginsDir="/path/to/BepInEx/plugins/PeakShotgun"
Optional overrides: copy Config.Build.user.props.example → Config.Build.user.props (gitignored).

The DLL is artifacts/bin/Peak.Shotgun/release/PeakShotgun.dll.

Developers

AGENTS.md is the code map: what each type does, where icons and sounds live, and how zombie knockdown and ammo work.

Thunderstore packaging (CI)

Every push to master runs .github/workflows/thunderstore.yml:

  1. Builds a Thunderstore ZIP (using FakeGameDevelopers.PEAKGameLibs stripped refs for compile references)
  2. Uploads a workflow artifact named FakeGameDevelopers-PeakShotgun

Every push still builds that zip. Thunderstore publish runs when <Version> in src/PeakShotgun/Peak.Shotgun.csproj is not yet the live Thunderstore release, and the organization secret TCLI_AUTH_TOKEN is set. The publish step copies the categories already on the package, so a new version keeps the same tags. A commit that leaves the version matching live only builds the artifact.

Local package build

./build.sh
# or: dotnet build Peak.Shotgun.slnx -c Release -target:PackTS
# zip lands in artifacts/thunderstore/

Credits

  • Original author: Arman Ossi Loko
  • This mod belongs to Fake Game Developers
  • Based on Peak_AKGun by TheCodinPro

Contributors

Work based on this mod must credit Arman Ossi Loko and Fake Game Developers. See LICENSE.