Weapons

The Weapons of Dig or Die
Weapons are your key to survival when your turrets and other base defenses aren't cutting it, or for your own protection while you venture out to gather materials to build said base. They all have relatively simple crafting requirements, so upgrading to the next tier of weapon should be a priority after upgrading your auto-builder. Typically, there is an ideal gun for every situation, but keep in mind that higher tier monsters will have damage-reducing armor, making lower tier weapons do less damage. Generally speaking, weapons of one tier will struggle against monsters of a higher tier, especially when they are attacking in larger numbers like during night.

Weapons also have a noticeable kickback when firing, which can be used to move faster or jump higher. This ability can be quite useful when trying to cross the The Chasm or travel through caves. The Plasma Shotgun and Plasma Sniper Rifle are the most effective at this, giving you a significant boost. However the Overcharged Plasma Gun will give you the largest one time boost but takes long to reload.

Because all weapons of a single type group into a stack (like any other item), crafting multiples of a single type of gun will not allow you to swap to a loaded gun of the same type instantly whenever your current one runs out.

Heating
Weapons doesn't have clipping, but (for most of them) their fire rate decrease when they are too hot. You can see this heat value in the weapon icon in the item bar, and with the cursor red circle. So to be as efficient as possible, it's best to shoot small bursts and wait for the heat to decrease before continuing. This way your average fire rate will be higher.

In detail:
 * When you shoot, the temperature gauge increases by the weapon's heating per shot value.
 * During the fire delay, the weapon cannot fire, and the temperature gauge don't change. During that time, there is a red dot in the center of the cursor. This duration increases with the temperature value, according to this formula: fire_delay = basic_fire_delay * (1 + 2 * temperature).
 * Once this period is over, the temperature gauge go down, at the speed of 1/second. If this value is more than 1.6, the weapon is also locked until it has cool down below this value.

History

 * v0.2: updated using game code data directly
 * v0.11: updated