Standalone weapons pack: Heavy Shotgun, Revolver, Assault Rifle, Bolt-Action Rifle, Pistol and Flame Thrower, with configurable shop listings, interior spawns, damage and ammunition, plus an ammo HUD.
Fixed the first-person weapon animation breaking after leaving and rejoining a lobby (including after dying and reconnecting), with an exception repeating in the log every frame. The check that decides whether the held weapon still exists threw on a weapon destroyed by the previous session instead of reporting it gone, so the stale weapon was never released. Diagnosed independently by the unofficial Thunderstore patch Lanzallamas/BetterArmoryFix, which is no longer needed.
No gameplay, balance, or config changes. Existing configs and saves carry over untouched.
1.0.6
Fixed the Flame Thrower stream not lighting anything. Its light was created in a unit the game's renderer reads as candela, so it was a few candles' worth next to the flame. It is now a proper fire light in lumens, sits inside the flame rather than at the nozzle, and pulls back when the stream hits a wall. The config key is now Flamethrower Stream / Light Lumens (default 2400); the old Light Intensity value is ignored.
Fixed enemies standing in the visible flame taking no damage, most often small creatures such as Hoarder Bugs. The damage check tested one fixed point above each creature's feet against a narrow cone from the nozzle; it now checks the creature's actual hit colliders, so anything the flame visibly touches burns. Damage numbers, burn duration, and host authority are unchanged.
Retuned Flame Thrower enemy damage to 0.5 per second, one rate for the stream and its lingering ground fire together (they no longer stack), with the burn on a creature now visual only. With the flame actually hitting what it touched, the old numbers added up to about 2 per second and killed most creatures in a couple of seconds. The config keys Enemy Damage Per Tick and Damage Tick Interval Seconds are replaced by Enemy Damage Per Second; old values are dropped rather than carried over. A new Flamethrower Stream / Damage Debug Logging switch logs every point landed for tuning.
Fixed the Flame Thrower firing blanks after leaving and rejoining a lobby (including after dying and reconnecting): the fire animation played but no flame, no damage, and no fuel use. Its network handlers were bound once per game process, and the game rebuilds the messaging layer on every new session. They now rebind per session. Diagnosed independently by the unofficial Thunderstore patch Lanzallamas/FlamethrowerReconnectFix, which is no longer needed.
The Flame Thrower is now carried low in third person — rear grip at the hip, nozzle pointed down and slightly canted — instead of shouldered like a rifle. Raising it to fire and lowering it again are short blends; firing and reloading poses are unchanged.
Fixed the Flame Thrower's third-person/world model coming out a different size on different mod profiles, sometimes little more than half the intended length with the holder's hands nowhere near it. The size was fitted to the vanilla shotgun's renderer bounds at startup, which vary with other installed mods; it is now the authored size on every profile, and the log warns when the vanilla measurement would have disagreed.
Fixed the first shot of a session hitching for about half a second. The weapon effects bundle was opened and its muzzle flash, impact and bullet-hole prefabs first instantiated on the shot frame; they are now loaded and pooled while the round loads, before a weapon can be held.
Fixed dropping or picking up a weapon while crouched breaking the player animation, camera, and movement.
Fixed crouching sometimes playing twice while holding a weapon.
Fixed dropping a weapon leaving a frozen copy of it in your hands for a moment while the real one was already on the floor. The first-person weapon now clears on the drop frame.
Fixed the first-person weapon view rapid-restarting after an animation safety stop, which could drop the camera below the floor, detach the arms, and stutter movement. It now waits before recovering, backs off if the stop repeats, and stops retrying until the weapon is equipped again.
The crosshair and the interaction-icon replacement now appear only while holding a Better Armory weapon or the vanilla shotgun. With melee, tools, other mods' guns, or empty hands the vanilla interaction icon shows as normal.
Looking at a pickup or interactable while holding a weapon now shows a small cue inside the crosshair (a diamond for pickups, a dot for interactables) instead of corner brackets that overlapped the crosshair and looked brighter where they crossed.
Shotgun crosshair brackets are much narrower: they draw a compact third of the pattern with capped arms instead of framing a quarter of the screen. The vanilla shotgun gets the same size.
The Heavy Shotgun reload animation now loads shell by shell to match the ammo counter: a reload that draws four shells shows four shells going in, then one rack, in first person and for other players. Shell and racking sounds are timed to the animation.
The ammo panel now sits beneath the pause menu, like the vanilla HUD, instead of drawing on top of it.
Now requires Y4NGZInteractions 1.0.2.
1.0.5
Fixed guns firing blanks after leaving a lobby and joining another: the animation and gunshot played but no pellets left the barrel and nothing took damage. Rejoining leaves streamed scene bundles (custom moons) in Unity's loaded-bundle list, and probing one of them for our effects threw an error that cancelled the rest of the shot. Reported in BetterArmory-public #1.
A failure while spawning the muzzle flash can no longer cancel a shot's pellets or damage; the shot now resolves fully and the failure is only logged.
Dev spawn settings (weapon hotkey spawn, auto-spawn, ammo spawn key, free shells on equip) now ship disabled. Configs from 1.0.4 that still hold the old defaults are reset once; anything you re-enable afterwards stays enabled.
The Heavy Shotgun now reloads shell by shell until the tube is full, the reserve runs out, or you press fire to cut the reload short and keep the shells already loaded.
Heavy Shotgun sounds now land on their motions: the shell sound plays as each shell goes in, the racking sound plays on the rack, and the authored fire, dry-fire, and drop sounds are used. Reload sounds no longer play louder than the gunshot.
Revolver reload sounds no longer lag behind the animation; every chamber cue and the cylinder close land earlier, on their motions.
Weapons can no longer fire while their reload or action cycle is still playing - the Kar98K waits for the bolt, the Heavy Shotgun waits for the pump. The Heavy Shotgun's rate of fire is a little slower as a result.
Existing configs and saves carry over untouched apart from the dev spawn reset above.
1.0.4
Fixed a startup fault that stopped every mod in the profile from loading whenever Better Armory and Y4NGZ Upgrades were installed together. Each plugin declared the other as a soft dependency, and BepInEx answers a dependency loop by aborting the entire plugin load, so the game booted vanilla with the reason buried in a single line of the log. Better Armory no longer declares that dependency, and waits for the loader to finish before reading anything from Y4NGZ Upgrades.
Fixed the Flame Thrower's visible stream drifting outside its server-authoritative damage cone after roughly three metres, which made flames visibly cover enemies without hitting them.
Fixed the Flame Thrower's fuel tank staying attached throughout reload by rebinding the authored removal animation in the prop controller.
Fixed the Flame Thrower's third-person/world model appearing roughly three-and-a-half times too small and sitting incorrectly between the holder's hands.
Existing configs and saves carry over untouched.
1.0.3
Weapon asset bundles now use the .armorybundle extension instead of .lethalbundle. LethalLevelLoader loads every .lethalbundle under plugins/ at startup, including these five, which none of it needed — that double load produced "The AssetBundle ... can't be loaded because another AssetBundle with the same files is already loaded" spam, and alongside the Faster Load AssetBundles patcher it could hang the main menu on the second launch. Reported in Y4NGZCompany-public #2.
No gameplay, balance, or config changes. Existing configs and saves carry over untouched.
1.0.2
Removed the Grenade and Grenade Launcher for now. They are coming back once their handling is up to the standard of the rest of the pack.
Added drop sounds for every weapon.
Retuned all weapon damage against vanilla enemy health, so kill counts are predictable rather than incidental. Shotgun damage is now per pellet.
You can climb ladders while carrying any weapon. The weapon is stowed on the way up and restored at the top; requires Y4NGZ Upgrades.
Added per-weapon carry weight and two-handed configuration.
New logo, and a readme gameplay section with GIFs.
Assorted fixes.
1.0.1
Weapons and ammo register reliably on hosts and mod setups that keep the manager object visible.
Registration receipts are written to the log, so a missing weapon or ammo item is diagnosable from the log alone.
1.0.0
Initial release. Heavy Shotgun, Revolver, Assault Rifle, Bolt-Action Rifle, Pistol and Flame Thrower, with configurable shop listings, interior spawns, damage and ammunition, plus an ammo HUD.
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