PeakShotgun
Bring a shotgun on your PEAK climb. Two Roots suitcases always pack one; campfire ammo piles refill your magazine. Pellet blasts injure scouts, ragdoll zombies, and KO them on the second shot.peak-shotgun




Turns PEAK's leftover blowgun into a shotgun.
A blast throws eight pellets in a short cone, about every 0.85 seconds. Scouts who are hit take a heavy Injury and get flipped. Zombies ignore Injury. The first hit flips them and adds Drowsy. The second hit knocks them out, and they stay down until PEAK kills them. See the zombie page.
Requirements
- BepInExPack for PEAK
- PEAKLib Core
- PEAKLib Items
PEAK does not include a shotgun model. The mod builds the gun from the blowgun already in the game, names it Shotgun, and makes it fire on its own. Installing the mod is the whole setup.
Where it spawns
- On spawn (optional): set
GiveShotgunOnSpawn = trueand the host puts one shotgun in each scout's hand when they enter the climb or join mid-run (Shore and later — not at the Airport; once per player per run). - Roots: every run, at least two random luggage anywhere on the Roots map are forced to contain a shotgun. No mod config turns it off, but a custom run that disables the shotgun in its item settings gets none.
- Other biomes: by default every
[Shootables]target is on, so luggage outside Roots can roll a shotgun (RidiculouslyRare). Luggage stays Roots-only only when Zombies is the sole enabled shootable (or setCanSpawnOnAnyBiome = trueto force every biome). Roots still forces two suitcases either way. - Cap: at most 4 luggage per biome can contain a shotgun in a single run (including Roots).
- Campfire ammo: by default the host places ammo piles at each segment campfire (
[AmmoPile] SpawnAtCampfire). Hold a shotgun with fewer thanShotsleft, interact (REFILL), and the magazine fills up toShots(never above). The pile stays. Ammo piles never appear in luggage. SetSpawnAtCampfire = falseto disable.
It looks like the blowgun, because that is the model PEAK ships. It does not replace the blowgun.
Configuration
After one launch, edit BepInEx/config/PeakShotgun.cfg:
| Section | Key | Default | Meaning |
|---|---|---|---|
[Shotgun] |
CanSpawnOnAnyBiome |
false |
Force rare rolls in every biome. When false, Roots-only only if Zombies is the sole [Shootables] target |
[Shotgun] |
GiveShotgunOnSpawn |
false |
Host only: one shotgun in hand per scout when they spawn into the climb / join mid-run (not Airport) |
[Shotgun] |
Shots |
5 |
Shots per shotgun (host's value in multiplayer) |
[Shotgun] |
EnableRecoil |
true |
Push the shooter back on each shot |
[Shotgun] |
Recoil |
5 |
Recoil strength in m/s (0–10) |
[AmmoPile] |
SpawnAtCampfire |
true |
Host only: place ammo piles at segment campfires |
[AmmoPile] |
PilesPerCampfire |
1 |
How many piles per campfire (1–8) when spawning is on |
[Shootables] |
Scouts |
true |
Injure / ragdoll other scouts |
[Shootables] |
Zombies |
true |
Hit / knock down zombies |
[Shootables] |
Mandrake |
true |
Destroy mandrakes |
[Shootables] |
Beetles |
true |
Kill beetles |
[Shootables] |
Spiders |
true |
Stun spiders |
[Shootables] |
Spores |
true |
Break spore bombs (spore, explosive, poison) / clear spore clouds |
[Shootables] |
Scorpions |
true |
Kill scorpions |
[Shootables] |
Dynamite |
true |
Explode dynamite on hit |
[Shootables] |
Scoutmaster |
true |
Drive off Scoutmaster Myres after enough hits |
[HitsToDefeat] |
Zombies |
2 |
Shots to knock down a zombie |
[HitsToDefeat] |
Mandrake |
1 |
Shots to destroy a mandrake |
[HitsToDefeat] |
Beetles |
1 |
Shots to kill a beetle |
[HitsToDefeat] |
Spiders |
1 |
Shots to stun a spider |
[HitsToDefeat] |
Spores |
1 |
Shots to break a spore bomb / clear a spore cloud |
[HitsToDefeat] |
Scorpions |
1 |
Shots to kill a scorpion |
[HitsToDefeat] |
Dynamite |
1 |
Shots to explode dynamite |
[HitsToDefeat] |
Scoutmaster |
4 |
Shots to drive off the Scoutmaster |
[Debug] |
EnableDebugMode |
false |
Host spawns test zombies, a shotgun, and luggage at the Airport / Shore |
Fellow scouts are not under [HitsToDefeat]: each hit still applies Injury and knockback when [Shootables] Scouts is on.
In multiplayer, Shots, every [Shootables] toggle, and every [HitsToDefeat] value come from the host, so the whole lobby plays by the same rules. Recoil and the hold pose stay per player.
The host keeps track of which suitcases gave a shotgun in each run, in BepInEx/config/PeakShotgun.loot.json, so the per-biome cap and the Roots picks survive loading a quicksave or the host leaving mid-run.
Install
- Install the package with r2modman / Gale.
- Launch PEAK from r2modman. Starting the game from Steam skips BepInEx.
How to test
- Set
EnableDebugMode = trueunder[Debug]in the PeakShotgun config file (it appears after one launch). Host a run. On the Shore, three zombies appear near you, and a Shotgun is on the ground in front of you. With debug mode off (the default) nothing is force-spawned there; open Roots luggage to find the two guaranteed shotguns. - Press primary fire. It shoots a spread of pellets about every 0.85 seconds, plays the shotgun fire sound and pushes you back a little. Each shotgun has 5 shots. Tune
Shots,EnableRecoil, andRecoilunder[Shotgun]as needed. - Shoot another scout. They take a heavy Injury and get flipped. You cannot hit yourself.
- Reach the Roots (Peak ascent or higher for natural zombies). Open luggage until you find a shotgun, then shoot a zombie. The first blast flips it, and it can get back up. The second blast knocks it out, and it stays down. Or use debug Shore zombies from step 1.
Credits
- Original author: Arman Ossi Loko
- This mod belongs to Fake Game Developers
- Based on Peak_AKGun by TheCodinPro
Contributors
Work based on this mod must credit Arman Ossi Loko and Fake Game Developers. See LICENSE.
