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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 is not limited to guns. It also supports thrown utilities, planted charges, flashbangs, and explosive projectile chains.
Thrown utility baseline
A typical throwable uses a display-style projectile with bounce or plant logic:
projectile:
type: THROWN_DISPLAY
speed: 1.25
gravity: trueThat base is common for flashbangs, grenades, and utility payloads.
Fuse style and plant style are different choices
A throwable explosive can behave in very different ways depending on how you wire the explosion branch.
Timed throwable
Use a normal fuse when you want:
- grenade behavior
- bounce, roll, then detonate
- readable timing pressure
Planted charge
Use projectile.explosion.plant when you want:
- stick or plant behavior
- remote detonation
- model swaps for armed state
- optional pickup or pack-up behavior
Flashbang setup
The example flashbang is a good example of a non-lethal utility item:
flashbang:
enabled: true
radius_blocks: 10.0
blind_ticks: 100
darkness_ticks: 110It also supports a screen overlay:
overlay:
enabled: true
mode: BLOCK_DISPLAY
material: WHITE_CONCRETE
duration_ticks: 100Flashbang design notes
Use flashbangs when you want:
- disorientation instead of raw damage
- bounce before detonation
- readable fuse behavior
- strong visual feedback without terrain damage
What the flashbang knobs mean
Using the example file:
flashbang:
radius_blocks: 8.0
blind_ticks: 50
darkness_ticks: 65Interpretation:
radius_blocksis the effective crowd-control areablind_ticksis the fast whiteout or immediate disorientationdarkness_ticksextends the recovery window afterward
If you want a breaching tool:
- keep the radius controlled
- keep the effect sharp
If you want a bigger support item:
- raise the radius
- use longer post-flash darkness
Overlay tuning
overlay:
enabled: true
mode: BLOCK_DISPLAY
material: WHITE_CONCRETE
duration_ticks: 45This is what creates the real screen flash effect. Shorter durations feel tactical. Longer durations feel more punishing.
Plantable explosives
Duck Shot also supports sticky or planted explosives under:
projectile:
explosion:
plant:
enabled: trueThis is how items like C4 can:
- plant onto surfaces
- stay armed
- be remotely detonated
- swap held-item visuals between idle and armed states
Remote-charge interpretation
One of the most important Duck Shot explosive ideas is this:
- thrown explosive pressure is about timing
- planted explosive pressure is about setup and control
That means C4-style items should usually communicate:
- where they are planted
- whether they are armed
- how to detonate or retrieve them
Explosive block and water behavior
Duck Shot can also split explosive behavior by environment:
- standard blast
- water plume and water shrapnel
- crater carving and rebuild
- custom shrapnel display fragments
Blocks, craters, and rebuild
Duck Shot's explosion system is not just vanilla TNT damage.
The modern branch can:
- carve temporary craters
- rebuild them later
- spawn visual shrapnel
- treat water separately
Example:
blocks:
enabled: true
shape: CRATER
wall_shape: HEMISPHERE
radius_x: 4.5
radius_y: 3.0
radius_z: 4.5
max_depth: 6
rebuild_duration_ticks: 240What these knobs mean
shape: CRATERis the normal ground-impact bowlwall_shape: HEMISPHEREgives cleaner side-surface blastsradius_*sets the blast footprintmax_depthcontrols how aggressively the crater cuts downrebuild_duration_tickscontrols how fast the map heals back in
Shrapnel render modes
Duck Shot's shrapnel system supports several render styles:
ITEM_DISPLAYBLOCK_DISPLAYFALLING_BLOCK
ITEM_DISPLAY
Best for:
- smooth debris
- better interpolation
- modern premium look
BLOCK_DISPLAY
Best for:
- stylized water plumes
- heavier chunk-like visuals
- very readable debris sheets
FALLING_BLOCK
Legacy look. Useful when you intentionally want Minecraft physics flavor, but usually less polished than display entities.
Water behavior
Duck Shot can split explosions when the origin is inside liquid:
water:
enabled: true
power_multiplier: 0.40
no_block_damage: trueThat gives you a different feel from dry-land explosions:
- less raw destructive force
- more splash or plume styling
- no ugly underwater terrain carving if you do not want it
Cluster and airstrike branches
The explosive branch can also keep going into more complex payloads:
- cluster explosions
- airstrike payloads
- fire fields
- mortar or sky-select systems
These are not beginner systems, but they are part of the real Duck Shot config surface and belong in the public docs because they are real supported behavior, not private notes.
Cluster payloads
Good for:
- fragmentation grenades
- multi-burst launchers
- cinematic impact chains
Airstrike / sky-select
Good for:
- support designators
- call-in weapons
- event-style utility
These should usually be authored after the basic projectile or throwable already works.
Cluster grenade example
The example CLUSTER_GRENADE.yml is a very good public example of when one grenade should become many problems.
Its cluster branch uses:
countwaveswave_delay_ticksspread_radiusspread_height- per-fragment speed, upward force, gravity, and power
That means the grenade does not just explode. It:
- lands
- arms
- breaks into submunitions
- spreads secondary blast pressure across space and time
Use this pattern when the delayed fragmentation is the real fantasy, not just a stronger single blast.
Explosive ammo branches belong here too
Duck Shot's explosive ecosystem also includes explosive ammo variants in ammos.yml.
That is an important public design lesson:
- if the base weapon should stay the same, explosive ammo is often the better route
- if the item itself should become a grenade, charge, or payload tool, use the projectile or explosive branch directly
C4 example branch
projectile:
explosion:
power: 4.0
set_fire: false
break_blocks: false
blocks:
enabled: true
shape: SPHERE
rebuild_delay_ticks: 160
rebuild_duration_ticks: 120When to use each pattern
Flashbang
Use when the point is crowd control, disorientation, or breach support.
Grenade
Use when the item should throw, bounce, then detonate with short-fuse pressure.
C4 or charge
Use when the item should be planted, armed, and triggered later.
Launcher payload
Use when the explosive belongs to a fired projectile, rocket, shell, or airburst.
Best practices
Make the action bar explain the item
Thrown tools should tell the player what right-click and left-click do.
Keep fuse feedback readable
Fuse sounds, action bar text, and FX should all work together.
Separate damage from spectacle
Do not make every explosive more useful just to make it more cinematic. Duck Shot already gives you sound, particles, shrapnel, and rebuild options for that.
Start with the smallest working payload
If you are building an advanced explosive:
- get the projectile traveling correctly
- get the detonation timing right
- add flashbang or explosion behavior
- add shrapnel
- add crater or rebuild logic
- add water handling or clusters last
That order will save you a lot of debugging time.

