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.
Add [Shootables] Scoutmaster (default on) and [HitsToDefeat] Scoutmaster (default 4): after enough hits he clears aggro and warps to the hidey spot
Scoutmaster does not count toward unlocking all-biome luggage (Zombies-only Roots rule still holds with Scoutmaster on)
1.0.16
All [Shootables] toggles default on (scouts, zombies, mandrake, beetles, spiders, spores, scorpions, dynamite)
Replace [Combat] FriendlyFire with [Shootables] Scouts (off = pellets ignore other scouts; no knockback-only mode)
Host syncs shootables as one bitmask only (no separate friendly-fire room property)
With defaults on, luggage rare rolls unlock in every biome (Roots-only luggage only when Zombies is the sole enabled shootable)
Note: an existing PeakShotgun.cfg keeps prior [Shootables] values until you change them; new keys (e.g. Scouts) use the new defaults
Add [HitsToDefeat] (host-synced): zombies default 2, other defeatable targets default 1; scouts stay Injury every hit
Shooting dynamite explodes it immediately (no fuse light)
1.0.15
Improve the held shotgun pose: gun sits further forward and lower so the right arm is less cramped
Right hand tips 45° down onto the pistol grip (RightWristDownDegrees); left hand sits on the pump (LeftHandIn / LeftHandUp, default up 0.04)
Hold pose config renames: HoldForward (was Reach), plus live GunHeight / Side / HoldForward updates while holding
Seat the held gun a fixed reach from the right shoulder every frame so it no longer glues to the chest
1.0.14
Enable [AmmoPile] SpawnAtCampfire by default
Remove [AmmoPile] Scale (ammo pile size is fixed in the mod)
1.0.13
Add optional campfire ammo piles ([AmmoPile] SpawnAtCampfire, default off): the host places crate piles at each segment campfire (same moment as marshmallows)
Hold a shotgun with fewer than Shots remaining, look at a pile, and REFILL to top up the magazine (never above Shots); the pile stays for others
[AmmoPile] PilesPerCampfire (1–8) controls how many piles spawn per fire; piles never roll from luggage
Debug mode also drops a test ammo pile next to the Shore / Airport test shotgun
1.0.12
Thunderstore package readme is now player-facing only (no build/CI docs)
1.0.11
Add [Shotgun] GiveShotgunOnSpawn (default off): host gives each scout one shotgun in hand when they spawn into the climb or join mid-run (not at the Airport)
1.0.10
Luggage stays Roots-only only when Zombies is the sole enabled shootable; any other [Shootables] mix unlocks rare rolls in every biome
1.0.9
Fix scouts sometimes taking no Injury or knockback when shot by a non-host player in multiplayer
1.0.8
Fix [Shootables] Spores: hit real spore bombs (Breakable SporeShroom / ExploShroom / PoisonShroom), not Cloud Fungus
1.0.7
Host authorizes each shot before it fires, so ammo and hits stay consistent in multiplayer
Shots, FriendlyFire, and every [Shootables] toggle come from the host for the whole lobby
Roots picks and the per-biome shotgun cap survive quicksave reloads and host migration (PeakShotgun.loot.json)
Custom runs that disable the shotgun no longer get forced Roots luggage shotguns
Remaining ammo updates the correct inventory slot (by gun instance), not just the selected hotbar slot
Knocked-down zombies stay silenced for late joiners and after host migration
Require PEAKLib Core 1.7.2
1.0.6
Add [Shootables] toggles for zombies, mandrake, beetles, spiders, spores, scorpions, and dynamite (only zombies on by default)
Add [Combat] FriendlyFire (default on): off keeps scout knockback but removes Injury
1.0.5
Make luggage shotgun spawns much rarer when allowed outside Roots (RidiculouslyRare instead of Common)
Cap shotgun luggage at 4 per biome per run
1.0.4
Fix ammo resetting to full when a shotgun is dropped or given to another player
Remaining shots stay in sync for everyone in the lobby, including late joiners
Magazine size and remaining shots are host-authoritative (clients use the host's Shots value)
1.0.3
Changing Shots in the config now applies on a new map without quitting PEAK
Newly spawned shotguns always use the current Shots value
1.0.2
CI publish test bump
1.0.1
Fix README preview images on the Thunderstore package page (absolute GitHub URLs)
1.0.0
Builds a shotgun from the blowgun already in PEAK, so the mod needs no extra files
Roots always forces two random luggage to have a shotgun; CanSpawnOnAnyBiome (default false) allows rolls in other biomes
With EnableDebugMode on, spawns three test zombies and a shotgun near you on the Shore. Off by default
Each shot pushes the shooter back. EnableRecoil turns it on or off, Recoil sets the strength (0-10)
Blasts injure scouts and flip them
Each shotgun holds 5 shots, set by the Shots config entry. The hotbar name and shoot prompt show how many are left
Knocked-out zombies stop making sounds while the game still has them alive
Hotbar icon is a shotgun drawing
Each shot flashes a short light at the barrel
Shot fire sound is shotgun_fire_01.wav
Blasts flip zombies harder than a coconut and add Drowsy damage
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