Files
RustRaptor/mods/iron_coast_depth_charge

Depth Charge 1.0.0

Enable Depth Charge in Mods, apply at the main menu, then buy it in the shop for 525,000 credits. It is an independent API 1 mod without dependencies or overrides. Maximum one; resale returns 262,500 credits. It occupies a normal inventory slot and preserves other equipment.

This is a selectable, reusable ground/naval special weapon. Choose it in Inventory or with Alt/Shift, then hold Ctrl to launch. Space remains the owned mega-bomb control. It does not consume charges or auto-attack merely because it is equipped. Always-equipped forward guns remain available alongside it.

The native straight projectile travels six logical pixels per simulation tick. A real ground-enemy collision deals 72 primary damage and starts one local ground-blast effect. At most three other living ground enemies can receive collateral damage: 36 damage within 16 pixels of the primary enemy's center, or 20 damage between 16 and 36 pixels inclusive. The closest neighbors are selected first, with stable entity order breaking ties. Aircraft, offscreen enemies, repeated targets and centers outside that radius are excluded. If the primary target dies, its contact still triggers the local blast correctly.

The deliberate 48-tick cooldown is about 2.06 seconds at 70/3 Hz. The charge does not home or detonate automatically in empty space. Slow travel makes moving ground targets an aiming challenge; there is no screen-wide damage command. Destructible terrain receives native primary damage, but cannot trigger scripted collateral because the public snapshot contains enemies rather than terrain cells. Enemy contacts emit impact audio; a miss produces only the launch sound and projectile. The normal native terrain destruction effects remain available.

SD equipment/projectile canvases are 16×16 and 8×12; detailed HD variants are 64×64 and 32×48. Options selects SD or HD artwork without changing logical placement or damage. Both are single aligned frames with transparent margins. Artwork provenance records unchanged generated masters, prompts, final PNG hashes and the Rust preparation recipe. All new images, WAVs, source masters and recipes are included; decoded original style references are kept outside the mod.

python3 generate_audio.py reproduces the mechanical launch and low naval impact from deterministic synthesis without external recordings. prepare_art.rs rebuilds SD/HD fitting from the included source masters. The companion Railburst package's review helper is a developer tool for both packages and is not a gameplay dependency.

From the RustRaptor directory:

cargo test --locked --no-default-features --test iron_coast_stage2_weapons
cargo run --locked --no-default-features -- --data data --mods mods \
  --validate-mods iron_coast_depth_charge
IRON_COAST_STAGE2_BALANCE_REPORT=/tmp/stage2-balance.json \
  cargo test --locked --no-default-features --test iron_coast_stage2_weapons \
  real_catalog_700_tick_balance_and_coexistence_report -- --ignored --nocapture

validation/balance.json records the actual controlled 700-tick damage observations supporting this price and role. Portable checks cover ground filtering, inner/outer falloff, the finite neighbor cap, misses, kills, cooldown, independent activation, coexistence, half-price resale, full inventory preservation, deterministic state/RNG continuation and whole-tick rollback. validation/review.json distinguishes public decoder/blitter/mixer captures from live desktop review. Read the API for save pins and script execution limits.