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Duck Shot wiki

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Duck Shot Wiki

Public setup, weapon authoring, combat systems, particles, admin help, and troubleshooting for Duck Shot.

Getting Started

Start here for installation, first boot, and your first working Duck Shot weapon.

Example Library and Pack Planning

Separate the public starter pack, the deeper example library, and your own server-only content so the docs stay honest and useful.

Server Operations

Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.

Getting StartedWiki home

Duck Shot Wiki Home

Overview of the Duck Shot wiki and the recommended path for server owners and creators.

Duck Shot is the authored combat ecosystem inside Block Arsenal. It is the layer for firearms, throwables, planted explosives, grapples, melee tools, magic relics, support callers, advanced projectile behavior, and the feedback systems that make all of that feel like one deliberate combat language.

This wiki mirrors the public Duck Shot download page and exists for the moment you want to move from "this sounds useful" into "I know exactly how to roll it out, author it, and support it."

Start here

If you are brand new to Duck Shot, use this order:

1. Get first boot clean
Start with install and First Boot so the folder generates cleanly and the first commands, files, and test loop already make sense.

Before you decide what should ship by default
Use Public and Server Release Distributions to understand the selected public starter release versus the full server/master release.

2. Set the global rules before you touch a weapon file
Use global Config and Runtime first. Duck Shot works best when the server-wide rules are stable before you branch into authored content.

3. Build one dependable first weapon
Follow first Weapon Walkthrough so the first live item proves reload flow, action-bar feedback, and basic combat readability.

4. Keep the authoring structure beside you
Use weapon File Structure as the anchor page while you build. It is the fastest way to stay oriented once ammo, attachments, classifications, and visuals all enter the conversation.

5. Branch into the combat family you actually need
Move into the relevant content lane only after the core loop already works:

What you'll find here

  • roll out Duck Shot in a clean first-boot sequence
  • understand the file structure behind the arsenal
  • author weapons, support files, visuals, and classifications without losing track of the system
  • grow from one working combat loop into a much larger ecosystem with intention
  • troubleshoot the live server when a combat lane misbehaves

The file map that matters most

Most real Duck Shot servers keep coming back to the same core file set:

  • config.yml for global behavior and server-wide combat rules
  • weapons/*.yml for the actual item and weapon definitions
  • ammos.yml for ammo families and variants
  • attachments.yml for conversions and upgrade paths
  • classifications.yml for tags, groups, slot behavior, and shared identity
  • gui.yml for the in-game arsenal browser and live tuning
  • projectiles.yml for shared projectile behavior
  • particles.yml and particles_presets.yml for the FX library
  • visual_states.yml for model states, ammo detail states, and shot-flash behavior
  • integrations.yml for integration bridges such as Airdrops and WorldGuard

Duck Shot gets much easier to manage once you stop thinking of those as random files and start treating them as one authored backbone.

Documentation map

Getting Started

Authoring Backbone

Combat Families

Operations and Expansion

If you are rolling Duck Shot onto a live server

If you are authoring your first real weapons

If you are expanding into a larger combat ecosystem

Quick help

If a weapon is not firing, a held item is not being recognized, or a bridge is behaving strangely, jump straight to integrations and Troubleshooting.