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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.
Mounted systems are their own Duck Shot family.
They are not the same as:
- handheld guns
- planted charges
- airstrike callers
- Sky Select support tools
A mounted emplacement is a placed weapon platform that the player directly operates.
What the mounted pattern actually combines
The example MOUNTED_MG.yml shows the real formula:
plantabledecides how the rig is placed, packed, displayed, and persistedmountabledecides how the player sits on it and controls it- the normal weapon sections still decide ammo, fire, recoil, impact, and sounds
That separation is the reason mounted configs stay understandable.
The three big layers
1. Weapon behavior
This is still a real firing weapon:
- ammo
- reload
- fire rate
- projectile
- damage
- recoil
2. Plantable rig behavior
This decides:
- where it can be placed
- how it appears in the world
- how it packs up
- whether it persists across restart
- whether it can be damaged while deployed
3. Mountable control behavior
This decides:
- where the rider sits
- aim limits
- fire input
- unmount input
- mounted hotbar layout
The core mounted shape
plantable:
enabled: true
placement:
allowed_faces: [up]
max_range_blocks: 5
display:
material: SHEARS
custom_model_data: 1156
scale: 2.95
persistence:
enabled: true
key: mounted_mg_alpha
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mountable:
enabled: true
seat:
offset:
x: 0.0
y: 0.96
z: 0.0
aim:
yaw_limit_degrees: 360
pitch_min: -5
pitch_max: 5
controls:
fire: LEFT_CLICK
unmount: SNEAKplantable is the world-facing half
Use plantable to answer:
- where the rig can stand
- how far away the player can deploy it
- whether anyone can pack it up
- what its display model looks like
- whether it persists across restarts
- how assembly and pack-up feel
Important public knobs from the example mounted MG include:
placement.allowed_facesplacement.max_range_blockspackup.interaction_range_blocksdisplay.scalepersistence.persist_across_restartassembly.deploy_warmup_ticksassembly.pack_warmup_ticks
mountable is the operator-facing half
Use mountable to answer:
- where the seat sits
- how far the gun can yaw and pitch
- what input fires it
- what input unmounts it
- what control item appears while mounted
- whether the mounted hotbar should be overridden
Important example knobs include:
seat.offsetaim.yaw_limit_degreesaim.pitch_minaim.pitch_maxcontrols.firecontrols.unmounthotbar_override.layoutcontrol_item.*
Copyable mounted-MG pattern
Use this when you want a straightforward emplacement gun.
ammo:
type: HEAVY_RIFLE
magazine_size: 200
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fire:
mode: AUTO
shots_per_second: 11.2
projectiles_per_shot: 1
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plantable:
enabled: true
placement:
allowed_faces: [up]
max_range_blocks: 5
display:
material: SHEARS
custom_model_data: 1156
scale: 2.95
persistence:
enabled: true
key: mounted_mg_alpha
despawn_after_ticks: 72000
persist_across_restart: true
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mountable:
enabled: true
seat:
offset:
x: 0.0
y: 0.96
z: 0.0
aim:
yaw_limit_degrees: 360
pitch_min: -5
pitch_max: 5
controls:
fire: LEFT_CLICK
unmount: SNEAK
hotbar_override:
enabled: true
layout: mounted_mgWhy this works:
- the rig can exist as a real world object
- the player instantly understands how to operate it
- the mounted control lane stays separate from the placement lane
Damage and destruction belong on the rig, not only the weapon
The example mounted MG also exposes a projectile_damage block under plantable.
That is important because the rig itself can:
- have health
- be damaged by projectiles
- show a hitbox
- return or pack on destruction
- preserve or clear health when packed
That is part of the world-object fantasy, not just the firing fantasy.
Mounted guns should feel different from rifles
A mounted gun usually trades mobility for output.
To make that clear, lean on:
- bigger magazine size
- stronger lane-holding fire
- tighter seat restrictions
- limited pitch windows when appropriate
- setup and pack-up time
If the item feels like a normal rifle that happens to sit on a stand, the mounted fantasy is not really landing yet.
Do not explain mounted systems like airstrikes
Mounted systems are direct-control weapons.
Sky Select support items are remote-call weapons.
Those are different player expectations:
- mounted gun: hold this lane
- airstrike caller: mark or choose that location
Keep those systems separate in the docs and in your content thinking.
Common mistakes
Forgetting seat readability
If the rider offset feels wrong, the whole emplacement feels broken even when the bullets work.
Giving the rig no assembly friction
A deployable platform usually feels better when setup and pack-up take real time.
Using the mounted pattern for a support device
If the player is not directly controlling fire, it probably belongs on the support-caller side instead.

