Bolt Rifle Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
Bolt Rifle · ochre body and charcoal optic
AoA 3.7.1 / Minecraft 1.20.1 · released-source profile and partial concept. Native upgrade and final-art gates remain open.
Original behavior
Bolt Rifle is a Metal Slug sniper using the inherited SCOPE_1 overlay. The inspected subclass changes its firing sound to the metallic long sniper variant; it does not declare a special impact effect. Its name does not establish lightning damage, crossbow bolts, a native manual bolt-cycling mechanic or a reload requirement.
| Released input | Value |
|---|---|
| Damage input | 30 |
| Durability | 100 |
| Firing delay | 100 ticks; nominally five seconds at 20 TPS |
| Stored recoil constructor input | Approximately 0.06 |
| Ammunition | Metal Slug |
| Scope texture | SCOPE_1, inherited |
| Firing sound | Metallic sniper, long variant |
Inputs are not final damage measurements. Named source · Released class/recipe evidence.
Recognizable identity

Keep the warm ochre/golden-brown body, descending rear stock, short gray muzzle, dark gray upper assembly and raised charcoal optic with small blue accents. The proposed wood-like finish is a visual interpretation. Planks in the recipe do not establish a particular timber species, maker or origin dimension.
Seven-slot infusion

Start with Sniper Frame. Add three separate iron-ingot-tag ingredients, one diamond-gem-tag ingredient, one gunpowder-tag ingredient and two separate planks-tag ingredients. Keep all seven occupied slots. The middle arrangement is order-independent.
Baobab Planks are illustrated as an example: they are explicitly listed in this release’s minecraft:planks item tag. That does not make Baobab mandatory. Other tag members may work, subject to the loaded datapacks. This is a reconstructed recipe diagram, not native screen footage. Infusion Table tutorial.
Premium concept

The study adds richer golden-brown panels, gray metal framing and a restrained blue optic while retaining a compact forward muzzle. It remains an interpretation rather than an accepted game model. The stock-neck hand placement, full grip room, opposite-side consistency, trigger clearance and moving poses need actual hand/model tests. Painted details are not functional parts or implemented animation.
Full upgrade direction
- Materials: Minecraft-fit and premium concept-directed textures, consistent roughness, deliberate wear, clean UVs and distance readability.
- Modules: wood/finish choices, optic housings, fore-end shapes, stock/grip handling options and compatible earned charms. Label balance changes explicitly.
- Conversions: optional stylized energy-pulse or other alternate barrels may be separately crafted. Default Metal Slug behavior remains documented; lightning is not implied by the name.
- Animation: equip, idle, aim, fire, recovery, locomotion, optional reload and inspect with interruption recovery. A proposed cycling flourish must not silently alter the original cooldown or ammunition contract.
- Effects: original projectile/impact capture, custom muzzle/tracer/impact options, temporary decals, reduced-effects settings and confirmed-kill-only finishers.
- Crafting and personalization: attachment recipes, salvage, transferable effects, skins, charms, glowing/animated stickers, personal emblems, named builds and migration.
- Qualification: hands, attachment motion, multiplayer authority, TaCZ/turret support, resource conservation, startup cost and equivalent-scene performance.
Acceptance gates
- Capture original native projectile, impact, SCOPE_1 and firing sound
- Verify all seven infusion ingredients and alternative tag members in-game
- Complete attachment, conversion, inspection and effects concept sheets
- Model and texture both presentation modes with complete hand/pose clearance
- Implement native features, compatibility, save migration and multiplayer checks
- Measure frame times, loading/memory and accessible reduced-effects behavior
Weapon overhaul · Completeness standard
Original identity/assets: Tslat and contributors. New proposals remain separate from released mechanics and lore.
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.