PeakShotgun
Bring a shotgun on your PEAK climb. Two Roots suitcases always pack one; optional campfire ammo piles refill your magazine. Pellet blasts injure scouts, ragdoll zombies, and KO them on the second shot.
| Date uploaded | a month ago |
| Version | 1.0.13 |
| Download link | FakeGameDevelopers-PeakShotgun-1.0.13.zip |
| Downloads | 64 |
| Dependency string | FakeGameDevelopers-PeakShotgun-1.0.13 |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.2403README
peak-shotgun




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
- BepInExPack for PEAK
- PEAKLib Core
- PEAKLib Items
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
- On spawn (optional): set
GiveShotgunOnSpawn = trueand the host puts one shotgun in each scout's hand when they enter the climb or join mid-run (Shore and later — not at the Airport; once per player per run). - Roots: every run, at least two random luggage anywhere on the Roots map are forced to contain a shotgun. No mod config turns it off, but a custom run that disables the shotgun in its item settings gets none.
- Other biomes: luggage outside Roots is locked out only when Zombies is the sole enabled
[Shootables]target. Any other shootables mix (orCanSpawnOnAnyBiome = true) allows RidiculouslyRare rolls in every biome. Roots still forces two suitcases either way. - Cap: at most 4 luggage per biome can contain a shotgun in a single run (including Roots).
- Campfire ammo (optional): set
SpawnAtCampfire = trueunder[AmmoPile]and the host places ammo piles at each segment campfire. Hold a shotgun with fewer thanShotsleft, interact (REFILL), and the magazine fills up toShots(never above). The pile stays. Ammo piles never appear in luggage.
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 |
Force rare rolls in every biome. When false, Roots-only only if Zombies is the sole [Shootables] target |
[Shotgun] |
GiveShotgunOnSpawn |
false |
Host only: one shotgun in hand per scout when they spawn into the climb / join mid-run (not Airport) |
[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) |
[AmmoPile] |
SpawnAtCampfire |
false |
Host only: place ammo piles at segment campfires |
[AmmoPile] |
PilesPerCampfire |
1 |
How many piles per campfire (1–8) when spawning is on |
[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 (spore, explosive, poison) / 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 |
In multiplayer, Shots, FriendlyFire, and every [Shootables] toggle come from the host, so the whole lobby plays by the same rules. Recoil and the hold pose stay per player.
The host keeps track of which suitcases gave a shotgun in each run, in BepInEx/config/PeakShotgun.loot.json, so the per-biome cap and the Roots picks survive loading a quicksave or the host leaving mid-run.
Install
- Install the package with r2modman / Gale.
- Launch PEAK from r2modman. Starting the game from Steam skips BepInEx.
How to test
- Set
EnableDebugMode = trueunder[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. - 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, andRecoilunder[Shotgun]as needed. - Shoot another scout. They take a heavy Injury and get flipped. You cannot hit yourself.
- 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.
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.
CHANGELOG
Changelog
1.0.25
- Each shotgun now holds 6 shots by default instead of 5 (
[Shotgun] Shots) [Shotgun] CanSpawnOnAnyBiomeis now on by default. To keep luggage shotguns in Roots with only Zombies enabled, also setCanSpawnOnAnyBiome = false- These defaults only apply to new configs: an existing
PeakShotgun.cfgkeeps its saved values
1.0.24
- Picking up or drawing the shotgun no longer sometimes leaves it centred under the camera with the hands crossed; it always settles in the normal right-side hold
1.0.23
- Hit markers: objects (coconuts, dynamite, beehives, spore bombs and clouds) now show the plain hit ticks instead of the red defeat ticks. Only living things can be killed
1.0.22
- Hit markers: ticks flash on your crosshair when your shot hits something; bigger red ticks when it downs the target (zombie knocked out, creature killed, Scoutmaster driven off). Only the shooter sees them
- Pellet tracers: a short streak along each pellet's path, seen by everyone
- Impact effects: sparks and a puff of dust where pellets land
- New
[Feedback]config section, per player and live:HitMarkers,Tracers,ImpactEffects(all on by default) - Everyone in a lobby needs this version: players on 1.0.21 miss other players' shot sounds and effects
1.0.21
- New shootables, all on by default: blow Mesa tumbleweeds away, scatter bee swarms, pop balloons (tied to a scout, on the ground, or in a hand), and get a reaction out of Bing Bong
- New config keys
[Shootables] Tumbleweeds,BeeSwarms,BingBong,Balloonsand[HitsToDefeat] BeeSwarms; these do not unlock all-biome luggage, so a Zombies-only setup keeps Roots-only loot - Shot bee swarms stop stinging at once and scatter within half a second instead of chasing you for several seconds
- Shotgun and ammo pile names and the refill prompt are translated into all of PEAK's languages; fix or add translations with
BepInEx/config/PeakShotgun.localization.csv - Sturdier after PEAK updates: a game change now turns off only the feature it breaks instead of stopping the mod from loading, and the log says which one
- Report bugs on GitHub Issues (link in the readme)
1.0.20
- Empty shotgun clicks play a dry-fire sound that everyone in the lobby hears
1.0.19
- Add
[Shootables]/[HitsToDefeat](default on / 1 hit) for Condors, Antlions, Frogs, Beehives, Ticks, Jellyfish, and Coconuts - Condors drop anyone they are carrying and are removed
- Antlion pits stop attacking and hide; the sand funnel stays
- Frogs let go and drop cooked frog legs
- Beehives smash open (honeycomb drops; bees get angry)
- Ticks can be shot off a scout
- Shore jellyfish smash
- Whole coconuts fall off palm trees when shot (they do not split)
- Shotgun carry weight:
[Shotgun] CarryWeightdefault 4 (10 on the stamina bar). 0 matches an empty backpack - New keys default on in an existing
PeakShotgun.cfg; that mix unlocks all-biome luggage unless you turn them off (Scoutmaster still does not count)
1.0.18
- Campfire ammo piles now has a proper in-game icon
1.0.17
- Add
[Shootables] Scoutmaster(default on) and[HitsToDefeat] Scoutmaster(default 4): after enough hits he clears aggro and warps to the hidey spot - Scoutmaster does not count toward unlocking all-biome luggage (Zombies-only Roots rule still holds with Scoutmaster on)
1.0.16
- All
[Shootables]toggles default on (scouts, zombies, mandrake, beetles, spiders, spores, scorpions, dynamite) - Replace
[Combat] FriendlyFirewith[Shootables] Scouts(off = pellets ignore other scouts; no knockback-only mode) - Host syncs shootables as one bitmask only (no separate friendly-fire room property)
- With defaults on, luggage rare rolls unlock in every biome (Roots-only luggage only when Zombies is the sole enabled shootable)
- Note: an existing
PeakShotgun.cfgkeeps prior[Shootables]values until you change them; new keys (e.g.Scouts) use the new defaults - Add
[HitsToDefeat](host-synced): zombies default 2, other defeatable targets default 1; scouts stay Injury every hit - Shooting dynamite explodes it immediately (no fuse light)
1.0.15
- Improve the held shotgun pose: gun sits further forward and lower so the right arm is less cramped
- Right hand tips 45° down onto the pistol grip (
RightWristDownDegrees); left hand sits on the forend (LeftHandIn/LeftHandUp, default up0.04) - Hold pose config renames:
HoldForward(wasReach), plus liveGunHeight/Side/HoldForwardupdates while holding - Seat the held gun a fixed reach from the right shoulder every frame so it no longer glues to the chest
1.0.14
- Enable
[AmmoPile] SpawnAtCampfireby default - Remove
[AmmoPile] Scale(ammo pile size is fixed in the mod)
1.0.13
- Add optional campfire ammo piles (
[AmmoPile] SpawnAtCampfire, default off): the host places crate piles at each segment campfire (same moment as marshmallows) - Hold a shotgun with fewer than
Shotsremaining, look at a pile, and REFILL to top up the magazine (never aboveShots); the pile stays for others [AmmoPile] PilesPerCampfire(1–8) controls how many piles spawn per fire; piles never roll from luggage- Debug mode also drops a test ammo pile next to the Shore / Airport test shotgun
1.0.12
- Thunderstore package readme is now player-facing only (no build/CI docs)
1.0.11
- Add
[Shotgun] GiveShotgunOnSpawn(default off): host gives each scout one shotgun in hand when they spawn into the climb or join mid-run (not at the Airport)
1.0.10
- Luggage stays Roots-only only when Zombies is the sole enabled shootable; any other
[Shootables]mix unlocks rare rolls in every biome
1.0.9
- Fix scouts sometimes taking no Injury or knockback when shot by a non-host player in multiplayer
1.0.8
- Fix
[Shootables] Spores: hit real spore bombs (BreakableSporeShroom / ExploShroom / PoisonShroom), not Cloud Fungus
1.0.7
- Host authorizes each shot before it fires, so ammo and hits stay consistent in multiplayer
Shots,FriendlyFire, and every[Shootables]toggle come from the host for the whole lobby- Roots picks and the per-biome shotgun cap survive quicksave reloads and host migration (
PeakShotgun.loot.json) - Custom runs that disable the shotgun no longer get forced Roots luggage shotguns
- Remaining ammo updates the correct inventory slot (by gun instance), not just the selected hotbar slot
- Knocked-down zombies stay silenced for late joiners and after host migration
- Require PEAKLib Core 1.7.2
1.0.6
- Add
[Shootables]toggles for zombies, mandrake, beetles, spiders, spores, scorpions, and dynamite (only zombies on by default) - Add
[Combat] FriendlyFire(default on): off keeps scout knockback but removes Injury
1.0.5
- Make luggage shotgun spawns much rarer when allowed outside Roots (
RidiculouslyRareinstead ofCommon) - Cap shotgun luggage at 4 per biome per run
1.0.4
- Fix ammo resetting to full when a shotgun is dropped or given to another player
- Remaining shots stay in sync for everyone in the lobby, including late joiners
- Magazine size and remaining shots are host-authoritative (clients use the host's
Shotsvalue)
1.0.3
- Changing
Shotsin the config now applies on a new map without quitting PEAK - Newly spawned shotguns always use the current
Shotsvalue
1.0.2
- CI publish test bump
1.0.1
- Fix README preview images on the Thunderstore package page (absolute GitHub URLs)
1.0.0
- Builds a shotgun from the blowgun already in PEAK, so the mod needs no extra files
- Roots always forces two random luggage to have a shotgun;
CanSpawnOnAnyBiome(default false) allows rolls in other biomes - With
EnableDebugModeon, spawns three test zombies and a shotgun near you on the Shore. Off by default - Each shot pushes the shooter back.
EnableRecoilturns it on or off,Recoilsets the strength (0-10) - Blasts injure scouts and flip them
- Each shotgun holds 5 shots, set by the
Shotsconfig entry. The hotbar name and shoot prompt show how many are left - Knocked-out zombies stop making sounds while the game still has them alive
- Hotbar icon is a shotgun drawing
- Each shot flashes a short light at the barrel
- Shot fire sound is
shotgun_fire_01.wav - Blasts flip zombies harder than a coconut and add Drowsy damage