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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.
Weapon Authoring
Learn the actual weapon-file structure, support files, and player-side feedback systems.
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.
Combat Systems
Tune firing, impacts, special utility items, and the Particles v2 effect stack.
Server Operations
Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.
Duck Shot has multiple explosive layers, and they should not all be authored the same way.
This page is the public guide to the explosive side that belongs on the weapon or projectile itself:
- explosive ammo branches
- explosive launcher payloads
- cluster munitions
- artillery-style shell behavior
- impact choreography that is still part of the projectile, not a remote support-caller flow
Airstrike callers and Sky Select support items are covered separately in sky Select, Airstrikes, and Support Callers.
Start with the explosive job
Ask what the explosive is supposed to be.
Is it:
- one stronger hit on a normal firearm
- a projectile payload from a launcher
- a grenade or shell that splits into fragments
- a planted charge or mine
- a remote support strike
If you answer that first, the config path gets much clearer.
Explosive ammo is the lightest-weight branch
Explosive ammo is the right answer when the player should still think:
- same gun
- different round
The example ammos.yml already uses that pattern for explosive rifle, SMG, sniper, revolver, and arrow branches.
The explosive ammo variants commonly override:
explosion_enabledexplosion_power_overrideexplosion_break_blocksexplosion_set_fireexplosion_ripple.*explosion_water.*impact_v2_profiles- impact sound scaling
That means the round can feel explosive without forcing you to clone the whole firearm.
Use launcher payloads when the projectile is the fantasy
If the player is supposed to feel like they are firing a rocket, shell, or payload head, put the explosive identity on the projectile branch instead of hiding it inside ammo.
Good examples:
- launcher branches
- shell branches
- payload arrows
- specialized support shells
This is the right design lane when the projectile body, travel feel, and impact choreography matter just as much as the damage.
Cluster payloads are a different design language
CLUSTER_GRENADE.yml is a very different design from a normal explosive.
Important cluster knobs include:
countfuse_tickswaveswave_delay_ticksspread_radiusspread_height- submunition speed
- submunition gravity
- submunition power
Interpretation:
countcontrols how dense the breakup feelswavesdecides whether it pops once or chains outwardspread_radiuscontrols how much area the fragments occupyspread_heightdecides whether the breakup feels flat, arcing, or chaotic
When cluster is the right answer
Use cluster when:
- the follow-up chaos is the point
- you want area denial
- the initial explosion should not be the whole story
Do not use cluster when:
- all you really want is a stronger grenade
- the item needs to stay easy to read instantly
- you do not actually want delayed secondary pressure
Copyable explosive ammo branch
Use this when the base firearm should stay recognizable and only the payload should change.
ammo_types:
HEAVY_RIFLE:
material: MAGENTA_DYE
display_name: <#B39DDB>Heavy Rifle Magazine
variants:
EXPLOSIVE:
custom_model_data: 17
display_name: <#FF8A65>Heavy Rifle Mag (Explosive)
loaded_label: <#FF8A65>Explosive
lore:
- <gray>Small area payload with brighter impact effects.
overrides:
damage_multiplier: 1.08
explosion_enabled: true
explosion_power_override: 0.88
explosion_break_blocks: false
explosion_set_fire: false
impact_sound:
enabled: true
replace_default: false
key: minecraft:entity.generic.explode
volume: 0.45
pitch: 1.25
impact_v2_profiles:
- explosion.duck.cinematic.v2.urban.debrisWhy this works:
- the weapon still reads like the same weapon
- the round clearly announces itself
- the destructive behavior stays controlled
Copyable cluster grenade pattern
Use this when fragmentation is the real fantasy.
projectile:
type: THROWN_DISPLAY
speed: 1.05
gravity: true
explosion:
power: 2.6
break_blocks: false
plant:
enabled: true
fuse_ticks: 34
sticky: false
cluster:
enabled: true
count: 8
waves: 2
wave_delay_ticks: 6
spread_radius: 4.8
spread_height: 1.6
submunition_speed: 0.92
submunition_gravity: true
submunition_power: 2.3Why this works:
- the first bounce is readable
- the split is large enough to matter
- the follow-up danger comes from the bomblets, not from one giant blast
Copyable launcher payload pattern
Use this when the projectile itself is the item fantasy.
projectile:
type: PROJECTILE_V2
profile: rocket.standard
explosion:
power: 4.2
break_blocks: false
set_fire: false
water:
enabled: true
power_multiplier: 0.45
no_block_damage: true
blocks:
enabled: true
shape: CRATER
radius_x: 4.5
radius_y: 3.0
radius_z: 4.5
max_depth: 6
rebuild_delay_ticks: 180
rebuild_duration_ticks: 160Why this works:
- the projectile can still behave like a launcher round
- the impact can feel heavy without turning the map into permanent damage
- water and terrain behavior stay readable
Heavy payloads should scale more than damage
If you move from a light explosive rifle mag to a sniper payload or launcher shell, do not only change the power number.
Scale the whole presentation:
- impact sound
- ripple size
- water behavior
- crater size
- visual profile
- delay or whistle
Heavier payloads should sound heavier and read heavier.
Strikes and explosive projectiles are not the same thing
A projectile can still have a very cinematic blast without becoming a support caller.
Keep it on the projectile side when:
- the player is directly firing the payload
- the item fantasy is still "weapon shot"
- there is no separate targeting session
Move to the support-caller side when:
- the player is picking a location from above
- aircraft or mortar choreography is the real fantasy
- warning windows and strike limits become the main design problem
Good explosive authoring order
- decide whether the explosive belongs on ammo, projectile, or planted device
- get one readable impact working
- add sound and particles
- add ripple, crater, or water behavior
- add cluster logic only if delayed pressure is truly needed
That order keeps the config readable.
Common mistakes
Using a full cluster layout for a simple grenade
If the item should explode once, let it explode once.
Turning every explosive into block damage
Terrain damage should be a deliberate gameplay choice, not the default.
Copying a support-strike file to build a launcher
If the player is firing the explosive directly, start from the projectile or ammo branch instead.
Adding spectacle before the base impact feels right
If the blast timing is unclear, bigger particles do not save it.

