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FakeGameDevelopers-PeakShotgun-1.0.21 icon

PeakShotgun

Bring a shotgun on your PEAK climb. Two Roots suitcases always pack one; campfire ammo piles refill. Pellets injure scouts, KO zombies, and can knock down frogs, condors, coconuts, and more.

Date uploaded 2 days ago
Version 1.0.21
Download link FakeGameDevelopers-PeakShotgun-1.0.21.zip
Downloads 545
Dependency string FakeGameDevelopers-PeakShotgun-1.0.21

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-1.7.2 icon
PEAKModding-PEAKLib_Core

Core module of the PEAKLib community API.

Preferred version: 1.7.2
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

Shotgun preview

Turns PEAK's leftover blowgun into a shotgun.

Found a bug or have an idea? Report it on GitHub Issues.

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. You can also shoot condors, antlions, Gloom frogs (they drop cooked frog legs), beehives, ticks, jellyfish, and coconuts on palm trees, scatter bee swarms, blow Mesa tumbleweeds away, pop balloons (including the ones keeping a scout afloat), and get a reaction out of Bing Bong.

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

  • On spawn (optional): set GiveShotgunOnSpawn = true and 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: by default every [Shootables] target is on, so luggage outside Roots can roll a shotgun (RidiculouslyRare). Luggage stays Roots-only only when Zombies is the sole enabled shootable, not counting Scoutmaster, tumbleweeds, bee swarms, Bing Bong and balloons (or set CanSpawnOnAnyBiome = true to force 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: by default the host places ammo piles at each segment campfire ([AmmoPile] SpawnAtCampfire). Hold a shotgun with fewer than Shots left, interact (REFILL), and the magazine fills up to Shots (never above). The pile stays. Ammo piles never appear in luggage. Set SpawnAtCampfire = false to disable.

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)
[Shotgun] CarryWeight 4 Stamina-bar weight (1 = 2.5). Default 4 = 10. 0 matches an empty backpack
[AmmoPile] SpawnAtCampfire true Host only: place ammo piles at segment campfires
[AmmoPile] PilesPerCampfire 1 How many piles per campfire (1–8) when spawning is on
[Shootables] Scouts true Injure / ragdoll other scouts
[Shootables] Zombies true Hit / knock down zombies
[Shootables] Mandrake true Destroy mandrakes
[Shootables] Beetles true Kill beetles
[Shootables] Spiders true Stun spiders
[Shootables] Spores true Break spore bombs (spore, explosive, poison) / clear spore clouds
[Shootables] Scorpions true Kill scorpions
[Shootables] Dynamite true Explode dynamite on hit
[Shootables] Scoutmaster true Drive off Scoutmaster Myres after enough hits
[Shootables] Condors true Kill Caldera condors (drops anyone they are carrying)
[Shootables] Antlions true Disable Mesa antlion pits
[Shootables] Frogs true Kill Gloom frogs (drops cooked frog legs)
[Shootables] Beehives true Smash Tropics beehives (honeycomb drops)
[Shootables] Ticks true Knock ticks off scouts
[Shootables] Jellyfish true Smash Shore jellyfish
[Shootables] Coconuts true Knock whole coconuts off palm trees
[Shootables] Tumbleweeds true Blow Mesa tumbleweeds away (every hit pushes)
[Shootables] BeeSwarms true Scatter bee swarms, angry or not
[Shootables] BingBong true Bing Bong squeaks, says something, and flies (every hit)
[Shootables] Balloons true Pop balloons tied to scouts (they lose that lift) and balloon items on the ground or in a hand
[HitsToDefeat] Zombies 2 Shots to knock down a zombie
[HitsToDefeat] Mandrake 1 Shots to destroy a mandrake
[HitsToDefeat] Beetles 1 Shots to kill a beetle
[HitsToDefeat] Spiders 1 Shots to stun a spider
[HitsToDefeat] Spores 1 Shots to break a spore bomb / clear a spore cloud
[HitsToDefeat] Scorpions 1 Shots to kill a scorpion
[HitsToDefeat] Dynamite 1 Shots to explode dynamite
[HitsToDefeat] Scoutmaster 4 Shots to drive off the Scoutmaster
[HitsToDefeat] Condors 1 Shots to kill a condor
[HitsToDefeat] Antlions 1 Shots to disable an antlion
[HitsToDefeat] Frogs 1 Shots to kill a frog (drops cooked frog legs)
[HitsToDefeat] Beehives 1 Shots to smash a beehive
[HitsToDefeat] Ticks 1 Shots to knock a tick off
[HitsToDefeat] Jellyfish 1 Shots to smash a jellyfish
[HitsToDefeat] Coconuts 1 Shots to knock a coconut off a tree
[HitsToDefeat] BeeSwarms 1 Shots to scatter a bee swarm
[Debug] EnableDebugMode false Host spawns test zombies, a shotgun, and luggage at the Airport / Shore

Fellow scouts are not under [HitsToDefeat]: each hit still applies Injury and knockback when [Shootables] Scouts is on.

In multiplayer, Shots, every [Shootables] toggle, and every [HitsToDefeat] value come from the host, so the whole lobby plays by the same rules. Recoil, carry weight, 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.

Translations

The shotgun and ammo pile names and the refill prompt follow PEAK's language setting (all 15 languages). To fix or change a translation, create BepInEx/config/PeakShotgun.localization.csv with a Key column and one column per language, for example:

Key,English,German
NAME_SHOTGUN,SHOTGUN,SCHROTFLINTE
PEAKSHOTGUN_REFILL,refill,nachfüllen

Keys are NAME_SHOTGUN, NAME_AMMO PILE and PEAKSHOTGUN_REFILL. Language columns are English, French, Italian, German, SpanishSpain, SpanishLatam, BRPortuguese, Russian, Ukrainian, SimplifiedChinese, TraditionalChinese, Japanese, Korean, Polish and Turkish. Empty cells keep the built-in text.

Install

  1. Install the package with r2modman / Gale.
  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.

Reporting issues

Report bugs and suggestions on GitHub Issues. Please include:

  • What happened and what you expected
  • Whether you were the host or a client, and the biome
  • Your mod version and BepInEx/LogOutput.log (r2modman: Settings → Debugging → Copy log file contents to clipboard)

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

1.0.21

  • 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, Balloons and [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] CarryWeight default 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] FriendlyFire with [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.cfg keeps 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 pump (LeftHandIn / LeftHandUp, default up 0.04)
  • Hold pose config renames: HoldForward (was Reach), plus live GunHeight / Side / HoldForward updates 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] SpawnAtCampfire by 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 Shots remaining, look at a pile, and REFILL to top up the magazine (never above Shots); 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 (Breakable SporeShroom / 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 (RidiculouslyRare instead of Common)
  • 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 Shots value)

1.0.3

  • Changing Shots in the config now applies on a new map without quitting PEAK
  • Newly spawned shotguns always use the current Shots value

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 EnableDebugMode on, spawns three test zombies and a shotgun near you on the Shore. Off by default
  • Each shot pushes the shooter back. EnableRecoil turns it on or off, Recoil sets the strength (0-10)
  • Blasts injure scouts and flip them
  • Each shotgun holds 5 shots, set by the Shots config 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