Abyssro Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Abyssro: compact two-pellet shotgun

AoA 3.7.1 / Minecraft 1.20.1. Source-backed identity and revised concept candidate; no accepted native upgrade.

Current selected concept ยท 22 October 2026

Abyssro selected concept candidate, not an in-game screenshot

New crimson/graphite sci-fi study adds the requested drum, pump fore-end and eye motifs. Eye-sight panels propose iris opening into a clear aperture. The prior concept remains an alternate. Static concept only; no native animation, feeding or hand-fit acceptance.

Original-versus-concept comparison and preserved alternatives. Earlier art below is preserved history or a separately labelled variant, not a replacement for this selected main. Original source behavior and all native acceptance gates remain unchanged.

Dedicated supplemental studies (partial design candidates, not implemented features):

What it does

Abyssro is registered directly as a configured BaseShotgun, not a separate Abyssro-specific class. Its baseline uses Spreadshot ammunition and two pellets. The inspected firing loop creates LimoniteBulletEntity instances, while the auxiliary projectile-factory method returns a MetalSlugEntity for the shared ammo/effects path. Looking only at that factory would misidentify the actual loop-spawned projectiles.

Released input Value / boundary
ID aoa3:abyssro
Configured class BaseShotgun
Stored base damage 18.5; not guaranteed combined damage
Pellet count 2
Durability 1,100
Fire delay 46 ticks, nominally 2.3 seconds at 20 TPS
Stored knockback factor Approximately 0.3; not measured displacement
Stored recoil input Approximately 0.2; not camera degrees
Ammunition Spreadshot
Firing mode BaseShotgun returns non-automatic
Loop-created pellet LimoniteBulletEntity, age input 4, multiplier 1, piercing 0
Spread expression 0.1 ร— pelletCount ร— (1 โˆ’ 0.15 ร— FORM level); not a measured angle or range

The shared firing method first requests ammo/effects-path data, aborts if unavailable, then creates the pellet loop and calls firing effects. Native tests must confirm exact net consumption, enchantment behavior, collision/immunity handling and final damage. Two configured pellets do not justify advertising a guaranteed 37-damage hit.

Actual original appearance

Actual released Abyssro sprite, nearest-neighbor enlargement

The source has a compact dark upper barrel, pale upper/lower structural pieces, dark crimson body, red accent and a short rear structure with a pale inset. Preserve that compact identity rather than making another long generic rifle. The new ivory/ceramic and lacquer material interpretation is not an official material attribution.

Upgrade and origin evidence

Mechyro + Abyssal Upgrade Kit โ†’ Abyssro through the released aoa3:upgrade_kit recipe. The packaged worlds/abyss.json loot data references the upgrade kit, which supports an Abyss-associated upgrade lineage. It does not establish an official maker, exact manufacturing story or prove that every packaged loot entry is active in a running world.

The source-linked origin index and weapon baseline retain exact-version evidence. Do not carry this recipe or behavior into another AoA release without reconciliation.

Earlier preserved art: concept

Abyssro concept candidate with two-pellet effect and two visual treatments

The first draft was too elongated and added an arbitrary large hanging box. The revision removes that box and clarifies the grip/guard. The final compactness, hand space and exact source-to-concept proportions remain review gates. Both visual-treatment miniatures are artwork, not native renders.

The red shot trails and impact styling are proposals. The source pellet class does not establish a magical red projectile appearance. Preserve the two-pellet baseline; a converter that changes count or shot type must be explicit, balanced and server-authoritative.

Full feature plan

  • Feedback: brief deep-red muzzle flash, two readable pellet cues, powerful short recoil and recovery. Avoid oversized glowing projectiles obscuring targets.
  • Attachments: wide shaped shroud, ivory open sight, grip/support options and carefully designed shot converters. Record changed pellet count, spread, resources and effective values together.
  • Optional service: appropriate to Spreadshot accounting. A decorative magazine cannot silently impose a new reload/resource system.
  • Inspect: a restrained red accent wake-up and tactile support/receiver check; all transforms return correctly on interruption.
  • Customization: Minecraft-fit and concept-faithful texture options, earned charms, skins, stickers/emblems and independently selectable muzzle, projectile, trail, impact, decal and finisher effects.
  • Dismantling and variants: preserve donor identity, effect conflicts, upgrade lineage, attachment compatibility and saved-build migration.
  • Native animation: actual player hands, comfortable trigger clearance, equip/idle/movement/aim/fire/recovery/inspect and any optional service state.
  • Performance: bounded effects and projectile work; preserve startup/frame budgets with measured equivalent workloads and no repeated scans.

Acceptance checklist

  • Exact-release original firing, flight, impact and resource captures.
  • Validate pellet count, FORM/SHELL interactions, immunity and final damage in-game.
  • Source-proportion comparison and concept refinement before geometry approval.
  • Editable model, deliberate textures, rig, real hands and swept clearance.
  • Native renderer, multiplayer authority, recipes, progression, save/load and compatibility.
  • Actual frame-time/startup and effects-budget measurements.

Source receipt ยท Mandatory full weapon standard.

Original AoA identity and assets: Tslat and contributors. New concept generated with the built-in image tool. Final art and native gameplay acceptance remain open.

Recoil interpretation

For this pinned 1.20.1 release, the stored constructor recoil input is not the inherited modifier getter: the inspected BaseGun.getRecoilModifier() returns approximately 0.35. The per-shot method and later client application determine the actual recoil path. Do not infer a stronger or weaker measured kick from the constructor column alone. This clarification does not change the original values, weapon balance or acceptance state. Resolved method routing.