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

Mineral · rose-armored Rocky upgrade

AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept study · native upgrade unaccepted.

What the original does

Mineral is a Metal Slug BaseSniper. Its released class declares the constructor, a metallic sniper/long firing sound and a pitch-adjust input of 0.1. It does not declare a special impact, ammunition, projectile-creation or scope override; SCOPE_1 is inherited.

The name and rocky styling do not establish mining, bonus ores, gem ammunition, explosions or armor-piercing behavior. Those would require separate source evidence or an explicitly designed new conversion.

Registered input Value
Damage 58.5
Durability 560
Firing delay 112 ticks, nominally 5.6 seconds at 20 TPS
Stored recoil constructor input Approximately 0.035
Ammunition Metal Slug
Scope Inherited SCOPE_1
Sound pitch-adjust input 0.1

These values are constructor/sound inputs, not measured final damage, recoil displacement, effective range or a recording of the heard sound. Preserve the slow, deliberate firing contract when designing cosmetic motion.

Original identity and lineage

Released Mineral sprite, correctly alpha-composited on neutral gray

Keep the compact, broad silhouette, dusty rose/burgundy armor, charcoal/silver central body, short squared front opening, stepped rear assembly and raised rose sight with red side accents. Do not replace this distinctive palette with a generic gray rock gun just because it is named Mineral.

Terminator and Rocky Upgrade Kit produce Mineral

Terminator + Rocky Upgrade Kit → Mineral through the bundled Divine Station recipe. This establishes its upgrade relationship, not a particular quarry, creator or dimension of manufacture. Illustrated upgrade atlas · Divine Station walkthrough.

Proposed premium design

Mineral concept with original palette, compact side view and optional lattice study

The concept interprets the rose panels as a mineral-like ceramic with silver framing, red optic accents and restrained grain. That material story is proposed art direction. The lattice shroud is an optional cosmetic study; it does not establish gem projectiles, mining powers or extra damage. The red-dust inspection vignette is also presentation only.

The rear grip sits behind the trigger and the guard is visibly open, but actual character hands, sight alignment, opposite-side construction and attachment/motion clearances still need testing. A painted opening is not a measured hand-fit result. This sheet is neither a UV texture nor a completed native model.

Complete feature and customization plan

  • Shape/materials: preserve the squat rose/silver/red identity in original-fit and premium modes; author clean normals, UVs, surface grain and readable small-scale detail.
  • Modules: compact red sight casing, optional stone-lattice outer shroud and stabilized lower support. A fictional shard-scatter or resonance-beam conversion would require its own declared shot count, resource, damage, timing and server rules; it is not baseline Mineral behavior.
  • Animation: equip, idle, movement, aim, confirmed fire, deliberate recovery, optional reload, inspection, swaps and interruption recovery with first/third-person hands.
  • Effects: obtain original flight/impact footage before finalizing selectable projectile, tracer, muzzle, entity/armor/terrain/fluid impact, bounded decal and confirmed-kill finisher treatments.
  • Customization: earned mineral-themed charms, skins, emblems and static/animated/glowing stickers; configurable impact and death effects without hidden gameplay changes.
  • Progression/salvage: document every craftable module and conserve eligible customization through Terminator → Mineral, dismantling, salvage and full-inventory returns.
  • Compatibility/performance: preserve ammunition, slow cadence, attribution and persistence; use cached settings and bounded game-time effects; test multiplayer, TaCZ/turret integrations and equivalent-work performance.

Acceptance checklist

  • Original native flight, impact, scope, sound and resource evidence
  • Complete alternate-module, inspect, decal and finisher concepts
  • Faithful mesh, two texture modes and actual hand/attachment fit
  • Full animation, native behavior and progression migration
  • Multiplayer, optional compatibility and performance qualification

Released evidence and exact recipe · Sprite reference QA · Weapon overhaul

Original AoA identity and assets are credited to Tslat and contributors. Generated concepts and integration proposals remain separate. No native acceptance is promoted.

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.