ShotgunJump

v1.0.0·Updated 2026-08-24

Increases the shotgun knockback to jump higher. Also can be adjusted in the config.

Screenshots 1 screenshots

About this mod Author’s original text

ShotgunJump

Makes firing the shotgun throw you backwards hard enough to rocket jump with it.

Look down, shoot, fly.

The game already applies a small recoil knockback to the player on every shot

(Weapon.Shoot adds -camera.forward * _recoilKnockback straight onto your velocity).

This mod just rewrites that value before each shot. Nothing else about the weapon

changes: damage, spread and pellet count are all vanilla.

Client-side only

Shoot() only ever runs on the local client, and movement in How to Fish is

client-authoritative, so only you need this installed. Your friends don't need

the mod, don't need a matching version, and will just see you flying around.

There is no fall damage in this game, so you won't die on landing.

Configuration

Config file: BepInEx/config/howtofish.shotgunrocketjump.cfg

Edits apply live — you don't need to restart the game. Alt-tab, save the file,

alt-tab back and the next shot uses the new value. If you have HTFModManager

installed you can edit it from the in-game Options menu instead.

  • General

| Setting | Default | What it does |

|---|---|---|

| Enabled | true | Master switch. Turning it off restores vanilla knockback without uninstalling. |

| WeaponNameFilter | shotgun | Only weapons whose prefab name contains this text get boosted. Case-insensitive. |

| AffectAllWeapons | false | Ignore the filter and boost every gun in the game. |

  • Force

| Setting | Default | What it does |

|---|---|---|

| Mode | Absolute | Absolute uses AbsoluteForce directly. Multiplier scales the weapon's own vanilla value. |

| AbsoluteForce | 20 | The main dial. Metres per second you get thrown, straight back from where the camera points. |

| Multiplier | 8 | Only used in Multiplier mode. |

Rough feel for AbsoluteForce:

  • ~8 — a noticeable shove
  • ~12 — a decent hop
  • ~20 — a proper rocket jump (default)
  • ~35 — across-the-map silly

Absolute is the recommended mode. Multiplier does nothing if the weapon's

vanilla value happens to be 0.

  • Debug

| Setting | Default | What it does |

|---|---|---|

| LogWeaponNames | true | Logs each weapon's prefab name and vanilla knockback the first time you fire it. |

If the shotgun isn't reacting, this is how you fix it. Fire the shotgun once,

open the BepInEx console or BepInEx/LogOutput.log, and look for a line like:

Fired weapon 'Shotgun(Clone)' | vanilla _recoilKnockback = 3

Whatever name shows up there, put a distinctive piece of it into WeaponNameFilter.

Then set LogWeaponNames to false.

Note

Because movement is client-authoritative, the server accepts wherever you end up.

That makes the mod work without anyone else installing it, but it also means it is

functionally indistinguishable from movement cheating. Great in your own lobby with

friends; don't be surprised if it's unwelcome elsewhere.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
ShotgunJump-1.0.0.zip
File size
134.7 KiB