Shyre Blaster Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Shyre Blaster · gold ribs and a cyan mineral heart

Weapon overhaul · Illustrated armory · Cannon progression

Premium and world-fit Shyre Blaster proposals

AoA 3.7.1 / Minecraft 1.20.1. Released-source profile and partial concept exploration. The art is not a playable model, an exported texture pack or proof of completed animations.

Keep its unusual original shape

Actual released Shyre Blaster sprite, enlarged

The sprite combines a golden stepped front body, bright cyan bands, a grey collar and a distinctive hollow gold/grey rear loop. The concept retains those identifying shapes instead of turning the weapon into a generic rifle. Sculpted gold surfaces, mineral inlays and the floating inspection gem are proposed refinements. Both detailed and world-fit treatments must remain recognizable as the same prop.

The recipe explicitly uses Shyrestone and Shyregem tags, which supports a mineral-themed direction. The inspected recipe and sprite do not establish a specific maker, ancient civilization or complete creation story. The material loot definitions alone do not prove a world-generation location or that every related dimension is playable in this release. Keep unverified lore separate from those source facts.

It is registered as a cannon

Despite “Blaster” in the name, this item extends BaseCannon, not the Spirit-powered blaster firing branch. ShyreBlaster itself declares only its constructor and the BIG_BLAST_FIRE sound override.

Stored registration input Value
Damage parameter 25.5
Durability 850
Firing delay 30 ticks
Stored recoil constructor input approximately 0.15
Ammunition Cannonball, inherited
Full automatic False, inherited

Shared cannon impact behavior adjusts its attack input using target armor/toughness and applies its successful-hit shield/knockback handling. The stored damage parameter is not guaranteed final damage or measured DPS. No unique blinding, beam, explosion, healing or gem-reward effect is declared by ShyreBlaster in this inspected implementation.

Original projectile and visual comparison

Extracted original cannonball texture

BaseCannon creates CannonballEntity with maximum age 120, piercing value zero and damage multiplier 1. CannonballEntity has no gravity override here, so it inherits BaseBullet's 0.0 gravity return. Do not copy the 0.1 gravity of Water Balloon Bomber or the 0.05 gravity of Ghoul Cannon into this weapon merely because all three are cannons. This single parameter is not a full runtime trajectory proof.

The registered renderer is the ordinary TexturedProjectileRenderer using cannonball.png. It draws a camera-facing textured quad and does not contain a dedicated particle-emission loop. The cyan wake, muzzle ring, floating gem and dramatic stone-chip impact on the concept sheet are new presentation ideas. They are not evidence of the original renderer or terrain damage. Original in-flight and impact game footage remains required.

Crafting: five ingredient slots, not five in one stack

Reconstructed Shyre Blaster infusion recipe

Open the exact interactive recipe

  1. Place a Cannon Frame in the Infusion Table's separate base slot.
  2. Fill two Shyrestone-ingot-tag slots, two Shyregem-tag slots, and one Gunpowder-tag slot.
  3. Leave four ingredient slots empty. Ingredient order is flexible, but a single stack does not stand in for repeated occupied slots.
  4. Check the effective recipe and Imbuing requirements. The bundled recipe omits infusion_level; the inspected recipe factory defaults to level 1. Other versions or datapacks can differ.

The displayed tag items are examples. The bundled Shyrestone and Shyregem tags contain their corresponding AoA items, but pack changes may add alternatives. The diagram is reconstructed documentation, not a native crafting-screen capture.

Distinctive customization proposals

  • Cyan mineral sight: a restrained visual aiming cue that does not obscure targets. The original hollow rear loop remains visible.
  • Prism-ring shell: a removable visual ring treatment. It must not imply a beam or damage multiplier unless a separately defined functional variant actually changes those rules.
  • Functional variants: an explicitly crafted focused ray or split-prism shot could expand the fantasy identity, with declared damage, range, resource and handling tradeoffs. These are new designs, not baseline behavior.
  • Finishes: polished gold, worn gold and Minecraft-fit textures, preserving the characteristic cyan/grey contrast and checking UV seams and bright surfaces under real lighting.
  • Earned charms and emblems: gemstone charms, static or animated stickers and glow presets with declared sockets, bounded animation and optional perk rules.
  • Feedback customization: muzzle pulse, tracer, impact decal and optional crystalline defeat effects. Cosmetic chips must not remove world blocks or bypass server death/reward logic.
  • Inspection: a brief suspended-gem flourish inside the rear loop, then an unambiguous return to idle. Keep firing state and resources authoritative throughout interruption and weapon swaps.
  • Optional loading: retain the original Cannonball contract by default; a more elaborate prop must not impose unrequested reload delays or grant free ammunition through animation events.

Editable authoring progress

Reproducible Blender source, scoped checks and inspection clip. The v8 cosmetic study rebuilds from a clean folder. Its 31 visible evaluated meshes pass the scoped topology checks; a known-bad six-object regression control fails as expected. The crystal and two orbit curves pass a conservative clearance envelope against the checked static prop over frames 1–70. Hands, native transformations, complete weapon actions and artistic acceptance remain open. The clip is labeled Blender authoring footage.

Combined AoA and TaCZ checkpoint (2026-10-20)

The original development study now runs in Minecraft 1.20.1 / Forge 47.4.28 with AoA 3.7.1, TaCZ 1.1.8-hotfix2 and TML 0.1.8 together. This is a bounded development checkpoint, not final art or full weapon acceptance.

  • The pinned, non-cancellable firing-return observer leaves original AoA resource costs, projectiles and return values untouched. A successful main-hand Shyre return can send an owning-client cosmetic signal; it does not add a client firing request.
  • In the recorded three-shot on/off/on presentation comparison, each successful shot produced a same-owner/tick cannonball join and consumed one cannonball plus one durability. The cosmetic handler activated for the enabled cases, not the disabled one. Initial empty-ammo attempts returned false without an accepted cosmetic signal. Manual F8 preview was not used as firing evidence.
  • The real model now has reshaped armor, enlarged layered ornamentation, cut-diamond inlays and fitted stone sections. The current 2048-pixel atlas includes an original painted-gold material baked onto the geometry. It rendered in the combined-mod client with actual player arms. The support-hand candidate was adjusted after the changed armor introduced a new proxy intersection.
  • Dedicated-server, multiplayer observers, final applied damage, complete animation-frame and hand-fit review, optional shader compatibility, progression, save migration, performance and final artistic acceptance remain open. Blender lighting is not native material parity.

Original source, editable Blender assets and test notes: v7 review checkpoint. Earlier authoring studies remain historical evidence, not a declaration that the latest model is finished.

Full production gates

  • Build the actual canonical model and compare it against the original sprite and selected concept from all relevant views.
  • Prove comfortable hand/guard clearance, rear-loop usability, attachment fit and moving-part separation with actual player hands.
  • Finish equip, holster, idle, aim, firing/recovery, inspect and appropriate optional loading animations with interruption tests.
  • Expand original-versus-proposed flight, muzzle, tracer, impact, decal and defeat-effect boards.
  • Implement reversible skins, craftable variants, charms, stickers and handling parts with explicit gameplay differences.
  • Capture and test the original cannon trajectory and impact behavior; preserve its inherited firing family and resource rules.
  • Qualify native export, multiplayer, optional integrations and equivalent-work startup/frame-time performance.

Evidence

Structured registration, class, recipe and tag evidence · Pinned ShyreBlaster source · Shared cannon behavior · Projectile class · Resolved cannon gravity comparison

Original AoA identity and assets are credited to Tslat and contributors. No native upgraded weapon acceptance is promoted by this page.

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.