Blast Barrel Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Blast Barrel: heavy explosive-hit scatter

AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept study · no accepted native upgrade.

Original behavior

Blast Barrel is a three-pellet Spreadshot shotgun. Its subclass selects the heavy-long firing sound and calls the shared explosion helper with strength input 2.0 from its weapon impact-effect hook.

That hook belongs to the shared successful-damage path. Do not interpret it as a guaranteed explosion on every visual collision or every block contact. The ordinary Limonite projectile and shared environmental/physics rules still apply. Helper strength is not a measured damage total or an independently verified blast radius.

Released field Value / boundary
ID aoa3:blast_barrel
Stored damage input 13.0; not guaranteed final damage
Pellet count 3
Durability 740
Delay 62 ticks, nominally 3.1 seconds at 20 TPS
Recoil input Approximately 0.4; not camera degrees
Knockback input Approximately 0.4; not a measured distance
Ammunition / fire mode Spreadshot / non-automatic
Projectile loop Inherited BaseShotgun / LimoniteBulletEntity
Unique subclass behavior Heavy-long sound selector; explosion-helper strength 2.0 in impact-effect hook

The three pellets are not a promise of 39 direct damage plus three identical blasts. Hit success, immunity and shared damage/environmental rules must be tested in the exact build. Blast Barrel and Blast Cannon are different weapons; the latter's acquisition or sticky-bomb behavior must not be copied here.

Original appearance

Released Blast Barrel sprite

Preserve the broad dark-brown front, charcoal central braces, warm amber lower-front accents and short descending brown rear grip. The small source sprite leaves some geometry ambiguous; the paired shrouds in the concept are an interpretation, not evidence of two independently scheduled shots.

Acquisition and historical identity

First target: 1.20.1 / 3.7.1

The checked release registers Blast Barrel and includes its creative-tab reference. The exact-item scan found no packaged recipe, loot or trade JSON reference for it. This does not prove every possible runtime/modpack acquisition route is absent, but it is not enough to publish a survival obtaining recipe or current dungeon drop.

Historical: 1.12.2 / 3.3.6

The historical source-derived acquisition index records Blast Barrel in aoa3:structures/dawnlightdungeon/general, at /pools/0/entries/11, with weight 2 and quality 2. These fields are not a standalone percentage chance.

That gives the redesign a real historical Dawnlight Dungeon association to preserve. The concept's sunburst engraving is new art inspired by that association; it is not proof of a named maker or manufacturing story. Do not silently carry the old loot route into 1.20.1.

Historical acquisition evidence · Current source receipt

Concept: dark bronze, amber and weight

Blast Barrel refined concept with readable controls, side silhouette, optional trim and proposed impact palette

The first draft failed visual review because it lacked a clearly readable trigger/control opening. This revision provides visible clearance and reduces the amber insets' brightness. Actual model/hand fit remains untested; a painted opening is not a 3D collision result.

The effect palette is a proposed amber treatment. It is not a screenshot of the original projectile or explosion. The broad shroud, amber windows and leather-like grip should read as a deliberate fantasy artifact in both Minecraft-fit and premium materials, without permanent expensive scene lighting.

This sheet is partial coverage: hero, side silhouette, optional trim and an impact palette. Detailed projectile/muzzle/finisher boards, full attachment variants and complete animation storyboards remain open.

Full feature plan

  • Original firing mode: preserve three pellets, resource rules, heavy-long sound identity and the checked impact hook. Keep presentation timing separate from the released delay.
  • Barrels and handling: compact heavy shroud, stabilized precision conversion and a separately balanced spectacle conversion. New spread, explosive behavior or resource costs require explicit rules and visible correspondence.
  • Muzzle / projectile / impact: capture the original first; bounded amber flash, readable traces, contact sparks and optional smoke-ring styling. Preserve hit attribution, loot and server authority; never infer block destruction from an art panel.
  • Inspection: a restrained sequential amber-inset pulse and metal settling motion, with no bonus shot, refill or damage. Test cancellation and reduced-motion/effects settings.
  • Animation: equip, aim, fire, optional reload, inspect and first/third-person transitions. All shrouds, controls, grip and accessories must clear each other throughout the full motion.
  • Reload: optional for the original resource behavior. Only conversions with an explicit magazine or charge system receive those mechanics.
  • Customization: original-fit and premium skins, gameplay-earned charm bonuses, stickers, animated/glowing emblems, custom projectile/tracer/impact/finisher selections and comfortable attachment placement.
  • Craftables / dismantling: current survival obtaining remains unresolved. Any newly designed recipe must be labeled as new; effect transfer and parts recovery need item-conservation and full-inventory tests.
  • Death effects: optional confirmed-kill cosmetics, preserving loot, kill credit and multiplayer state. No undocumented extra area damage.
  • Performance: cached attachment state, no idle repeated scanning, bounded particles and LODs, and measured frame-time lows with the intended mod stack.

Open acceptance gates

  • Native direct-hit, failed-hit, entity/block contact and environmental-rule tests
  • Original projectile/impact/audio captures and current acquisition verification
  • Complete attachment, muzzle, projectile and finisher concepts
  • Actual model proportions, hand fit, collision sweeps and animation interruption tests
  • Native export, multiplayer, persistence, dismantling and performance qualification

Complete feature standard · Armory gallery

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.