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CiCisMods-CiCisPioneersShotgun-0.4.2 icon

CiCisPioneersShotgun

CiCi's Pioneers Shotgun v0.4.2: slug now penetrates, Physics Graduate compat (shells go to the bag instead of hanging outside), and Infestation-spawned barnacle corpses despawn so they don't block vents.

Date uploaded 2 months ago
Version 0.4.2
Download link CiCisMods-CiCisPioneersShotgun-0.4.2.zip
Downloads 47
Dependency string CiCisMods-CiCisPioneersShotgun-0.4.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
CiCisMods-CiCisTrinketAndBindingFramework-2.1.4 icon
CiCisMods-CiCisTrinketAndBindingFramework

Library for White Knuckle. Lets mods register custom Trinkets, Bindings, and gamemode modes. v2.1.2: Mass Damper now disables leaderboards in endless modes (where it isn't normally available).

Preferred version: 2.1.4

README

CiCi's Pioneers Shotgun

A double-barrel shotgun for White Knuckle. Five shell types, killable Teeth, and a binding that fills the superstructure with things to shoot.

Leaderboard disabled


Features

  • Sawed-Off trinket pick: choose at run start — grants the shotgun + 2 shells
  • Double-barrel: two shots before you need to reload
  • 5 shell types: Buckshot, Slug, Dragon Breath, Blank, and two secret ones — each barrel can load any shell independently
  • Custom shotgun shells: separate ammo item with its own 3D mesh + held sprite + red outline (it's lethal — keep an eye on it)
  • Shell drops: bloodbugs, barnacles, hoppers, and other roach-class enemies killed with the shotgun have a chance to drop shells into your bag. Hammer kills can drop a free shell too.
  • Vending integration: vending machines stock all five shell types
  • Killable Teeth: 150 HP, scaling aggression as he loses HP. Dragon Breath is the intended anti-Teeth shell (4× damage). Kill him and he drops 4 random shells + an artifact straight into your inventory, and stays dead for the run.
  • Infestation binding: separate +0.5× score binding that floods every floor of the superstructure with bloodbugs, hoppers, and barnacles. Patrol drones spawn alongside trying to suppress the swarm. Designed to be played with the Sawed-Off — heavy spawn load may stutter on lower-end systems.
  • Ammo HUD + reload tray: bottom-right HUD shows what's loaded per barrel with color-coded shell letters. Hold R to break the shotgun open and pick the shell going into each barrel.
  • Hand-drawn pixel-art sprites for loaded, recoil, and empty states
  • Custom sound effects for fire, dry-fire, reload, break-open, break-close, and pellet impacts

How to use

Pick the Sawed-Off trinket at the run-start picker. You'll spawn with the shotgun + 2 buckshot shells. Optionally add the Infestation binding for the full experience.

  • Fire: left/right click (per hand)
  • Reload: hold a shell in your inventory near the open chamber
  • Change ammo type: hold R to break the shotgun open and click the shell type per barrel from the on-screen tray. Release R to close.

Kill enemies with the shotgun to harvest more shells, or buy them from vending machines.


What's new in v0.4.0

  • 5 shell types (Buckshot, Slug, Dragon Breath, Blank, and two secret ones) — hold R to pick per barrel
  • Killable Teeth — 150 HP, scaling aggression, Dragon Breath as the anti-Teeth specialist
  • Infestation binding — superstructure-wide enemy swarm
  • Vending machine integration for all shell types
  • Full audio pass — fire, dry-fire, reload, break-open / break-close, pellet impact
  • Ammo HUD + hold-R reload tray
  • Icons wired for the Infestation binding
  • MoreFOV compatibility fix

See CHANGELOG.md for the full list.


Credits

  • Li-0 — art, design, sound collection
  • Models authored in Blockbench
  • Source available on the Thunderstore "Source" tab

Required dependencies

  • BepInEx 5.4.2305+
  • CiCi's Trinket & Binding Framework 2.1.1+

CHANGELOG

Changelog

0.4.3

Added

  • Hand scanners now have a 10% chance to be a loaded shotgun with two random everyday shells (Buckshot / Slug / Dragon / Blank, rolled per barrel). Another way to find the gun outside of the Sawed-Off trinket pick.

Changed

  • Dragon Breath tightened: spread cut in half (8° → 4°) so pellets group tighter.
  • Dragon Breath vs Teeth bumped: 4× → 4.5× per-pellet damage when hitting Teeth.

Fixed

  • Recycler no longer flings shells around. Shells now carry the RecycleFit tag so the recycler pins them in place (matching how cans behave) instead of bouncing them out of the zone before destroy.
  • Recycler refunds are sane now:
    • Recycling a shotgun refunds 28 roaches (full vending price). Was 1.
    • Each shell refunds half its vending cost (Buckshot 1, Slug 2, Blank 3, Dragon 4, Reverse 8).
  • Silenced a spammy vanilla NRE from UT_TriggerBase<T>.TickBoundsCheck (called from UT_DamageTrigger.FixedUpdate). Now swallowed via a Harmony finalizer and counted, with a single summary log line per minute instead of one per FixedUpdate.

0.4.2

Added

  • Slug now penetrates. Fires through every enemy along its line at full damage, stops on solid walls. Heavy round that earns its name.

Fixed

  • Physics Graduate compat. With the shotgun in your bag, taking Physics Graduate (or any perk that grants flare gun / flare ammo / explosive rebars) used to leave shells hanging in a broken state outside the bag. They now land in the bag as proper shells. Flaregun + ammo → random shell, Explosive Rebar → weighted shell pick (mostly buckshot).
  • Infestation: barnacle corpses despawn. Mod-spawned barnacles (regular and harpoon) used to leave corpses blocking vents permanently. Their corpses now fade ~4 seconds after death. Vanilla barnacle behaviour outside Infestation is unchanged.

0.4.1

Fixed

  • Reload tray getting stuck on screen. Switching the shotgun to the other hand (or otherwise losing the held weapon) while the tray was open left the reload circles floating permanently — they'd survive into climbing and even a new run, only clearing on a full game restart. The tray is now torn down properly when the shotgun leaves your hand.
  • Phantom second tray. A leaked tray could make a single shotgun look like it had two reload trays. Same root cause as above.
  • Empty-gun sound. An empty shotgun is already in the broken-open pose, so holding/releasing R on it no longer plays an open or close sound. Loaded guns still get the proper open/close clips.

0.4.0

The big one — shell variants, killable Teeth, the Infestation binding, full audio, and a lot of polish.

Added — Shell variants

The shotgun is now five shells in one. Hold R to break the shotgun open and pick the shell type for each barrel from the on-screen tray.

  • Buckshot — the standard 8-pellet spread. Lethal up close.
  • Slug — single high-damage projectile. Long range, no spread.
  • Dragon Breath — fire cone. Ignites everything in front of you on contact, including Teeth (4× damage vs Teeth — the anti-Teeth specialist).
  • Blank — knockback shell. No pellet damage; pushes you back hard (and pushes enemies the other way). Mobility tool.
  • Two secret shells

Added — Killable Teeth

Teeth has 150 HP and can finally be put down.

  • Damage accumulates across shots; shells stack with anything.
  • Dragon Breath does 4× damage vs Teeth — it's the intended kill shell.
  • As Teeth loses HP his aggression scales up to 1.5× (faster walk, faster charge, more aggressive AI) — wounded-animal intensity.
  • A patience indicator at the top of the screen replaces the vanilla HP bar — watch how close you are to the kill.
  • On death he visibly retreats (vanilla flee animation) and drops 4 random shells + 1 artifact straight into your inventory. He stays dead for the rest of the run — even through revives.
  • Hammer kills still work but at 1/8 damage. Bring the shotgun.

Added — Infestation binding

A separate binding (cost 1, +0.5× score multiplier). Floods every floor with bloodbugs, hoppers, and barnacles regardless of layout. Patrol drones spawn alongside trying to suppress the swarm. Designed to be played with the Sawed-Off — you'll need the shells.

Heads-up: heavy spawn load may cause stutter on lower-end systems. Tradeoff for the chaos.

Added — Audio

Full sound pass. Fire, dry-fire, reload, break-open / break-close, pellet impact — all wired with their own clips. R-key break-open / close has a 0.5s cooldown so rapid tapping can't spam the audio.

Added — UI

  • Ammo HUD at the bottom-right shows what's loaded in each barrel with per-shell color-coded letters (B/S/D/Bl/Rv).
  • Reload tray opens while R is held; click a slot to pick the shell going into that barrel.
  • "Hold R to change ammo type" hint above the HUD whenever a shotgun is in hand.
  • Icons wired for the Infestation binding so it shows properly in the picker.

Fixed

  • MoreFOV compat: shotgun held visual now respects MoreFOV's camera changes.

0.3.1

  • Shotgun model refreshed to better match the held-gun art and re-scaled to match other in-game items.
  • Shell texture refreshed and re-scaled.
  • Shells drop from bloodbug + barnacle kills (50% chance, 1–3 shells, 2 most common).