All Weapon Family Coverage - Herbertofury/Advent-of-Ascension GitHub Wiki

Every weapon family stays in scope

Open the searchable weapon atlas. Filter by name, weapon family, version and linked profile. It retains all 434 raw identities across the three inspected releases.

First implementation target: Minecraft 1.20.1 / AoA 3.7.1, tested with TaCZ alongside AoA. Updated October 20, 2026.

A firearm-only list is not complete AoA weapon coverage. The pinned first-target registry has 411 weapon registrations across 13 families. The earlier 228-row firearm map is preserved; the remaining 183 are now explicit review work, not silently omitted. A mapped registration is not a completed model, preserved behavior or accepted port.

Family coverage

Family Registered weapons What must be preserved and checked
Blaster 56 Resource costs, charge/use timing, overloaded firing routes and effects
Bow 33 Draw duration, arrows, release behavior and enchanted shots
Cannon 50 Ammunition, projectile identity, delayed/explosive and special behavior
Crossbow 9 Loading, ammunition state, charged stack data and release
Greatblade 29 Reach/sweep behavior, attacks, special actions and version identity
Gun 78 Ammo selection, per-shot state, projectile behavior and recoil routes
Maul 5 Attack speed, knockback, durability and special impacts
Shotgun 17 Pellet counts, spread, per-use cost and special projectile branches
Sniper 27 Aim state, projectiles, damage branches and use timing
Staff 57 Rune costs, use actions, targets and non-projectile magic
Sword 34 Melee attributes, conditional effects, secondary actions and state
Thrown 8 Use/release, consumed stacks, projectiles and zero-recoil overrides
Vulcane 8 Activation conditions, targets, costs and special damage paths
Total 411 All families require behavior and visual review

The static class map follows 394 unique classes. It identifies inheritance, declared methods and directly constructed projectiles. It does not resolve every indirect factory, runtime mixin, conditional effect or final balance value.

Do not collapse historical identities by name

The inspected 1.12.2 register contains 412 entries; the 1.20.1 and 1.21.1 registers each contain 411. Across those three snapshots there are 434 raw IDs before semantic reconciliation. 434 is not a count of proven distinct playable weapons.

  • Preserve distinct variants and unknown save data.
  • Keep historical-only IDs and rename candidates visible until evidence resolves them.
  • A matching texture is useful visual evidence, not proof of identical behavior or a safe save migration.
  • Archergun/crossbow pairs are not automatically aliases.
  • Seven first-target greatblade/latest polearm-name pairs have identical decoded item textures in the inspected artifacts; behavior and migration still need separate checks.

What complete means for each weapon

  • Versioned identity and acquisition/progression are resolved.
  • All original attacks, secondary actions, resource costs, enchantments and state are preserved.
  • Premium and world-fit presentation follow the accepted concept, with deliberate silhouettes, materials and detail.
  • Hand contact, left/right and slim/wide arms, offhand, aiming and transitions are inspected in game.
  • Actual firing/use drives animation; a manual preview key does not count as firing evidence.
  • Original and upgraded presentation are compared with AoA and TaCZ loaded together.
  • Client/server authority, remote observers, save/reload, migration and relevant optional compatibility pass.
  • Equivalent-work performance is measured; a good render is not an FPS claim.

The current preparation matrix contains 3,434 planned scenarios, not 3,434 passed tests. Documentation, source inspection, Blender previews and native gameplay are separate evidence layers. No weapon receives a full acceptance claim from this coverage page.

Current visual correction

The owner rejected the current weapon appearance as substantially below the concept art. Existing model previews are therefore not approved final assets. Shyre’s geometry/material rebuild is ongoing; limited live shot/resource observations do not close its art, animation or full compatibility gates.

Continue reading

Effective recoil routing · Weapon upgrade backlog · Mechanisms and animation QA · Version matrix

Sources and credit

AoA is by Tslat and contributors. Counts come from separately inspected released registry artifacts, not translated item names. First-target named source pin: 0be2106bebb3851c5ba2cc9974e57936a867244d. The official default branch and release/changelog metadata were rechecked on October 20, 2026; the inspected default head remains 7919b5fe48599e6105c5740937ce36c36ef21d16. This page publishes original factual documentation, not upstream JARs or assets.