
Wiki
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.
This page is the practical "what is wrong and where do I look first?" guide for Duck Shot.
Supported integrations
Duck Shot includes optional runtime bridges for:
MCWAR-AirdropsWorldGuard
Those settings live in integrations.yml.
Airdrops integration
Duck Shot can trigger airdrop-related behavior through the airdrops bridge:
airdrops:
enabled: true
plugin_names:
- "MCWAR-Airdrops"If the external plugin is missing, Duck Shot safely leaves the bridge inactive.
Important practical knobs include:
default_modedefault_crate_typeactionbar_feedback.enabledactionbar_feedback.template
That means an airdrop-capable item can give the player immediate confirmation instead of leaving them guessing whether the call-in actually worked.
WorldGuard integration
Duck Shot can also respect WorldGuard region-state flags:
world_guard_guards:
enabled: trueImportant flag names include:
duckshot-use-weaponduckshot-shootduckshot-explosion-block-damageduckshot-explosion-block-rebuildduckshot-block-hit-damageduckshot-shrapnel-spawnduckshot-fx-entity-spawnduckshot-projectile-entity-damageduckshot-impact-effects
If a weapon behaves correctly in one region but not another, this is one of the first places to check.
Important operator-side details:
- the integration is optional
- the current bridge is designed to fail open when WorldGuard is absent
default_allow_if_unsetcontrols what happens if a custom flag is missingignore_player_bypassdecides whether admin bypass should still ignore region restrictions
Common problems
Weapon does nothing when held
Check these first:
- the item was given through a proper Duck Shot flow
strict_item_identificationis still enabled- the player has
duckshot.use - the region is not blocking weapon usage
Reload is not triggering
Check:
reload_trigger- whether the player is using the correct key
- whether another plugin is swallowing the same input
- whether the weapon actually has an
ammoblock
If the item uses alternate actions or special input routing, also check the weapon-side input: block and the plugin-wide input.* config section.
Weapon fires but feels silent or flat
Check:
- the weapon
soundsblock - global
effects.sounds.enabled - per-event distance caps
- muffled or underwater behavior
Particles are too heavy or not showing
Check:
effects.particles_v2.enabled- weapon
particles_v2.enabled - whether the selected profile id exists
- whether the global
limitsare too strict
If needed, use:
/duckshot particles list/duckshot particles test <profileIdOrPrefix> [emit|play]
Grapple is failing on obvious surfaces
Check:
require_line_of_sightrange_blocks- target allow flags
- arrival distances and pull limits
Optic or flashlight behavior is not matching the design
Check:
aim.zoom_levelsaim.effects.night_visionaim.effects.thermalmodules.flashlight- whether the required alternate input bind is actually reachable on your server
If a flashlight or special optic works in YAML but never activates in practice, the problem is often the input lane, not the module itself.
Airdrop or support call-in does nothing
Check:
integrations.yml- whether the external airdrop plugin is installed under a matching name
default_modeand any item-specific integration block- whether action-bar confirmation is enabled
If the item is supposed to call support and there is no feedback at all, the bridge may simply be inactive.
A weapon behaves differently in one context than another
Check:
- the weapon
conditions:block animated_state.conditions- environmental rules like
underwater,indoors,require_night, ornearby_mobs
Duck Shot can intentionally change weapon behavior based on context, so not every "inconsistent" result is a bug.
Flashbang is too weak or too strong
Check:
radius_blocksblind_ticksdarkness_ticks- overlay size and duration
Explosions are damaging terrain when they should not
Check:
break_blocksprojectile.explosion.blocks.enabled- WorldGuard region flags
Recommended troubleshooting order
- confirm the item is a real Duck Shot item
- confirm the player has the right permission
- confirm the weapon file loaded
- confirm no region or integration is blocking behavior
- confirm no condition rule is changing or blocking the action
- confirm the feature's specific config block is actually enabled
Server-owner mindset
Most Duck Shot problems come from one of four sources:
- wrong item
- wrong permission
- wrong region rule
- wrong YAML path
- a condition rule doing exactly what it was told to do
Start there before assuming the plugin itself is broken.

