Carrot Cannon Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Carrot Cannon

Original baseline: AoA 3.7.1 / Minecraft 1.20.1. Concept exploration; no native upgraded weapon accepted.

What the original actually does

Carrot Cannon is a non-fully-automatic heavy projectile weapon that uses vanilla Carrots as ammunition. It launches CarrotBallEntity with gravity, giving it an arcing projectile identity. Its renderer combines the carrot-shaped texture with orange/golden and flickering yellow spark effects. Preserve that playful botanical identity instead of treating it as a generic explosive launcher.

Its damage follows the shared cannon path. For a living target, that path adjusts the incoming raw multiplier by 1 + (armor × 1.5 + armorToughness × 0.5) / 100, then calls the heavy-gun attack routine. Successful hits reach the shared knockback path and can disable a blocking player's shield. This is not a final-damage formula: native damage handling, modifiers, targets and other mods still affect the outcome.

The inspected Carrot Ball class does not add a custom impact override. No unique explosion or debuff implementation was found there. A new pulp burst, roots or terrain effect must be explicitly classified as cosmetic or as a declared functional upgrade.

Exact-version inputs

Property Released input or behavior
ID aoa3:carrot_cannon
Base damage input 10
Durability input 520
Delay field 16 ticks; nominally 0.8 seconds at 20 TPS, not a measured firing cycle
Stored recoil argument Approximately 0.4; not degrees or effective camera kick
Recoil caveat Inherited BaseGun getter returns 0.35; shot calculation and client camera handling are separate
Ammo identity minecraft:carrot
Projectile CarrotBallEntity
Maximum-age input 120; not an exact observed flight duration
Projectile damage-multiplier / piercing inputs 1.0 / 0
Gravity return Approximately 0.1
Full automatic BaseCannon returns false
Fire sound ITEM_CARROT_CANNON_FIRE

Original artwork

These are actual released asset bytes enlarged by the page layout. Original in-flight and impact captures still require the game. The concept below is proposed artwork, not an original-game screenshot.

Infusion recipe and material provenance

The packaged infusion recipe takes a Cannon Frame as its input and lists six ingredient entries:

  • One Small Orange Petal entry.
  • One Rosid Root entry.
  • One forge:ingots/iron entry.
  • Two forge:ingots/limonite entries.
  • One forge:crops/carrot entry.

Use the infusion system, not an invented normal crafting-grid arrangement. The recipe's carrot tag is distinct from the gun's vanilla-Carrot ammo identity: a modded crop satisfying the recipe tag is not automatically accepted ammunition.

Rosid Root occurs in the packaged Gardencia world loot table; Small Orange Petal occurs in the Carrotop entity loot table. These are material associations, not a verified manufacturer, creator-intent statement or proof of active dimension availability in this target. Root-grown armor and leafy ornamentation are an artistic interpretation consistent with those materials and the original sprite.

Versioned recipe browser.

Premium concept exploration

Proposed Carrot Cannon redesign, attachments and effects

Keep the orange/green botanical ends, central metal structure and root-like details recognizable. The first concept explores grown contours, layered metal collars, golden pollen accents and an earned charm. It is not owner-approved final art, a mechanical blueprint or an implemented weapon.

  • Focus collar: a precision-oriented alternate front, with declared projectile/handling changes rather than a silent baseline rewrite.
  • Harvest crown: visibly separated multishot channels. Projectile count, damage and carrot cost must agree with the server-resolved upgrade.
  • Rootwork grip and recoil housing: comfortable hand space and readable recovery, without shrinking the trigger or allowing leaves to intersect moving parts.
  • Petalglass optic and earned charm: optional aiming presentation and a Carrotop-inspired collectible; gameplay bonuses require explicit balance and provenance.
  • Inspection: a restrained living-leaf/seed flourish that returns to the exact ready pose. Inspection cannot consume carrots, create damaging shots or leave cosmetic parts detached.
  • Projectile and impact: retain a recognizable orange carrot silhouette and golden/yellow trail. Pulp, petals and soil-like flecks are cosmetic unless a separate declared upgrade changes the world.
  • Customization: both Minecraft-fit and concept-faithful visual profiles, skins, stickers, charms, tracers, impact/decal and finisher variants remain in the full feature checklist.

Editable authoring study, still below the concept target

The current original model has separated shell, collar, leaf and grip parts; a painted orange surface; a trigger pivot and recovery animation. QA caught and corrected a shifted trigger, collapsed thin geometry and inward-facing closed metal surfaces. The latest study has 49,616 evaluated triangles, with 193 sampled motion poses checked for the listed control surfaces. The released animation parser accepts its one clip on Java 17 and Java 21; this does not establish native playback, hand fit or gameplay.

The body remains too uniformly segmented, the grip needs richer root/bark work, and the model still falls short of the preserved concept. It is not an accepted final weapon or a playable gunpack.

Current unaccepted authoring render

Editable source, texture, rig and scoped QA · Study details and rebuild steps.

Inspect the textured model

Open the interactive authoring preview: orbit, zoom, inspect the 0–0.8 second clip, or disable motion. The full model has 49,616 triangles; the software fallback uses a separately reduced 15,443-triangle model with per-pixel depth testing. Its texture colors and lighting are simplified.

The shared atlas preserves the original material regions without the black patches seen in rejected per-part bakes. The fallback initially showed curved-surface occlusion errors; replacing average-depth sorting with a per-pixel depth buffer corrected those in the live browser review. Recoil completion, reset, disabled motion, timeline, zoom and keyboard orbit were checked in the software path. WebGL and native Minecraft behavior remain separate, unverified gates.

Shared-atlas authoring render, not an accepted final weapon

Texture/export evidence and source · Editable texture transport study. The body and grip still need substantial concept-fidelity art work.

A real renderer performance concern

The released CarrotBallRenderer calls its base renderer, then loops eight times with two particle requests per iteration: 16 requests per render invocation. One is SPARKLER with RGB 223,153,0 at Y+0.2; the other is FLICKERING_SPARKLER with the named yellow color at Y−0.2. This is a source-level count, not measured particles per second or a benchmark.

The upgraded effect should have a separate, per-projectile game-time emission policy so repeated render passes do not create duplicate trails. Preserve the orange/yellow character and evaluate perceived richness with native captures. Pooling, batching and bounded scheduling are candidates; none has yet proved a no-loss performance improvement for this weapon.

Tested scheduling component

An original per-projectile game-time clock now has 57,662 assertions passing on both Java 17 and Java 21. Repeated/stale callbacks, pauses and removed projectiles cannot request extra emissions; missed ticks are reported explicitly without an unbounded catch-up burst. This is tested standalone logic, not an installed game hook or verified FPS improvement. The test budget of 16 per tick is not visually equivalent to 16 per render invocation and still needs native density tuning.

Design and integration gates · Original source and repeatable tests.

Still required

Full concept-fidelity model and texture work; comfortable native hands; loading/inspection/firing interruption checks; projectile and impact capture; complete attachment, charm and cosmetic implementation; exact native ammo/resource behavior; crafting/progression; multiplayer/mod compatibility; measured frame/tick/memory costs. A concept image and released-file audit do not satisfy these gates.

Released evidence · Repeatable read-only audit · Full weapon feature requirements.

Original AoA identity/assets: Tslat and contributors. New concept: project exploration generated with the built-in image tool.