Throwable Asset Reference
Throwable items are the most deceptively complex item category in Unturned™ modding. A grenade looks straightforward — the player presses a button, the item arcs through the air, and something happens when it lands. But the .dat field set behind that sequence is extensive, and the failure modes are not always traceable to a single root cause. A frag grenade that does no damage, a smoke grenade that produces fire, a flashbang that detonates as a frag, a molotov that ignites instantly at the player's feet — all are common outcomes of misconfigured throwable .dat files.
This article is the 57 Studios™ cohort reference for throwable asset authoring. It covers every throwable sub-type, every per-type .dat field, fuse timing and cook mechanics, throw arc physics, explosion effect linkage, damage falloff math, underbarrel-launched throwables, and the complete table of common pitfalls with their fixes.

Throwable sub-types
Unturned™ throwables are all authored with Type Throwable in the .dat, but they differentiate by the combination of effect fields present. The engine reads the effect fields at load time and infers the throwable's behavior. There is no separate Sub_Type field; behavior is determined entirely from field presence and values.
| Informal sub-type | Behavior | Key distinguishing fields |
|---|---|---|
| Frag grenade | Explosion on detonate; damages players, zombies, structures | Explosive true, Range > 0, Damage_* fields, Explosion effect ID |
| Smoke grenade | Deploys a smoke particle cloud | Explosive false, Smoke_Explosion effect ID, Smoke_Duration |
| Flashbang | Blinds and deafens players in range | Explosive false, Flash_Range, Flash_Duration, Flash_Explosion |
| Molotov | Creates a fire zone on impact | Explosive true, Impact true, Explosion referencing fire effect |
| Sticky explosive | Adheres to surfaces or vehicles before detonating | Sticky true, Explosive true |
| Launcher-deployed | Fired from underbarrel launcher attachment on a gun | Explosive true, Impact true, very short Fuse; paired with gun magazine |
All of these use Type Throwable in the .dat. The distinction is purely in the effect and behavior fields.
Sub-type is inferred, not declared
There is no Sub_Type or Grenade_Type field. The engine builds behavior from the fields that are present. A throwable with both Smoke_Explosion and Explosive true produces both smoke and an explosion — it is neither a pure smoke grenade nor a pure frag grenade. This composability is intentional and enables specialty throwable designs.
Core .dat fields common to all throwables
Every throwable item requires the standard item identity fields plus the fields in this section.
| Field | Type | Example | Purpose |
|---|---|---|---|
ID | uint16 | 5001 | Unique item ID. Use IDs above 50000 for community mods to avoid collision. |
GUID | uint128 | c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8 | Globally unique identifier. Generate a fresh GUID for every new throwable. |
Type | enum | Throwable | Declares this item as a throwable. Required. |
Name | string | MyGrenade | Internal name. Used in console commands and mod cross-references. |
Rarity | enum | Uncommon | Item rarity: Common, Uncommon, Rare, Epic, Legendary, Mythical. |
Size_X / Size_Y | uint8 | 1 / 1 | Inventory footprint. Most grenades are 1×1. |
Fuse | float | 3.0 | Fuse duration in seconds from the moment of throw to detonation. |
Explosive | bool | true | When true, the item produces an explosion on detonation. Required for frag and molotov. |
Range | float | 10.0 | Explosion radius in meters. Determines which entities within this radius take damage. |
Explosion | uint16 | 20 | The effect asset ID that plays on detonation. Controls the visual and audio explosion. |
Spawn_Explosion | bool | false | When true, the explosion effect is spawned even if no entities are within damage range. |
Impact | bool | false | When true, the throwable detonates on first contact with any surface, overriding the fuse. |
Sticky | bool | false | When true, the throwable adheres to the first surface or vehicle it contacts. |
Fuse timing and cook mechanics
The Fuse field controls how many seconds elapse between throw and detonation. The default Unturned™ frag grenade has a 3-second fuse. The engine begins the fuse countdown when the player releases the throw input, not when the player presses the button.
Cook mechanics
Unturned™ supports grenade cooking — the player holds the grenade after pressing the throw button, reducing the fuse duration before the grenade leaves the hand. The cook window is the period between pressing the throw button and releasing it.
Cook time math
Detonation time after throw = Fuse − time spent cooking. If the player cooks for 2.8 seconds on a 3-second fuse grenade and then throws, the grenade detonates 0.2 seconds after throw. Cooking all the way to zero causes the grenade to detonate in the player's hand. There is no Max_Cook or cook-lock field; cooking behavior is entirely driven by the Fuse value and player input timing.
Fuse value reference
| Fuse value | Behavior |
|---|---|
0.0 | Detonates instantly on throw or on Impact true contact |
0.5 | Very short fuse — detonates before most players can move clear |
2.0 | Short fuse — pressure-based play; limited cook window |
3.0 | Standard fuse — vanilla default; allows repositioning after throw |
5.0 | Long fuse — defenders can potentially pick up and throw back |
10.0+ | Very long fuse — used for timed explosives and trip-wire devices |
Contact vs timed detonation
Setting Impact true makes the throwable detonate the moment it contacts any surface — wall, floor, vehicle, or player. The Fuse value becomes a maximum timer in this case: the throwable detonates on contact OR when the fuse expires, whichever comes first. Setting Impact true with a long Fuse produces a contact grenade that still detonates if it lands softly on a surface that does not register a hard contact event.
Throw arc and physics
Unturned™ throwables follow a projectile arc governed by the engine's physics system. Modders do not directly control arc trajectory in the .dat; the arc is a function of the player's look angle and the throwable's mass. The throwable mesh assigned to the prefab does have a Unity Rigidbody component, and the physics material on the prefab's collider controls bounce behavior.
What you control in the .dat is what happens at the detonation point. The trajectory itself is physics-driven. To tune bounce behavior, modify the physics material on the throwable's Unity prefab (not the .dat).
Frag grenade fields
A frag grenade causes an explosive burst that damages entities within Range meters of the detonation point.
| Field | Type | Example | Purpose |
|---|---|---|---|
Explosive | bool | true | Must be true for frag grenades. |
Damage_Player | float | 200 | Damage to a player at the explosion center. Scales with distance via falloff. |
Damage_Zombie | float | 300 | Damage to a zombie at the explosion center. |
Damage_Animal | float | 200 | Damage to an animal at the explosion center. |
Damage_Barricade | float | 200 | Damage to a barricade at the explosion center. |
Damage_Structure | float | 100 | Damage to a structure at the explosion center. |
Damage_Vehicle | float | 300 | Damage to a vehicle at the explosion center. |
Damage_Resource | float | 200 | Damage to a resource node at the explosion center. |
Damage_Object | float | 200 | Damage to a map object at the explosion center. |
Range | float | 10.0 | Full blast radius in meters. |
Range_Vehicle | float | 10.0 | Blast radius for vehicle damage specifically. Can be set independently of Range. |
Range_Resource | float | 10.0 | Blast radius for resource damage specifically. |
Range_Object | float | 10.0 | Blast radius for object damage specifically. |
Explosion | uint16 | 20 | Effect asset ID for the explosion visual and audio. |
Damage falloff with distance
Explosion damage is not flat across the blast radius. It falls off linearly from the center to the edge of Range:
Damage at distance d = Damage_* × max(0, 1 - d / Range)| Distance from center | Fraction of full damage |
|---|---|
| 0 m (direct hit) | 100% |
| Range / 4 | 75% |
| Range / 2 | 50% |
| Range × 3/4 | 25% |
| Range (edge) | 0% |
Design around the falloff curve
Design grenades around this curve. If you want a grenade that reliably kills a full-health player (200 HP) within 5 meters, set Damage_Player high enough that 75% of the value exceeds 200. With Damage_Player 300, a player at 5 meters of a 10-meter radius grenade takes 300 × (1 - 5/10) = 150 — not a kill. Increase Damage_Player to 450 for a reliable kill at 5 meters, or reduce Range to 8 so 5 meters is within the 60% falloff zone.
Example frag grenade .dat
ID 5001
GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8
Type Throwable
Name FragGrenade_Custom
Rarity Uncommon
Size_X 1
Size_Y 1
Fuse 3.0
Explosive true
Range 10.0
Range_Vehicle 10.0
Range_Resource 10.0
Range_Object 10.0
Damage_Player 200
Damage_Zombie 300
Damage_Animal 200
Damage_Barricade 200
Damage_Structure 100
Damage_Vehicle 300
Damage_Resource 200
Damage_Object 200
Explosion 20Smoke grenade fields
Smoke grenades deploy a particle cloud that obscures vision for players in the area. They do not deal damage; their purpose is area denial, covering movement, or signaling.
| Field | Type | Example | Purpose |
|---|---|---|---|
Explosive | bool | false | Must be false for smoke grenades. |
Smoke_Explosion | uint16 | 32 | Effect asset ID for the smoke cloud particle system. |
Smoke_Duration | float | 30.0 | Duration in seconds the smoke effect persists after detonation. |
Smoke_Range | float | 10.0 | Radius of the smoke cloud effect at the detonation point. |
Smoke color is in the effect asset
The color of the smoke is defined in the effect asset referenced by Smoke_Explosion, not in the throwable .dat. To produce a colored smoke grenade (red, green, yellow for signal purposes), author a custom effect asset with the desired particle color and reference it via Smoke_Explosion. The throwable .dat only controls duration and radius.
Example smoke grenade .dat
ID 5010
GUID d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9
Type Throwable
Name SmokeGrenade_Custom
Rarity Common
Size_X 1
Size_Y 1
Fuse 2.0
Explosive false
Smoke_Explosion 32
Smoke_Duration 30.0
Smoke_Range 10.0Flashbang fields
Flashbangs temporarily blind and deafen players within range. They do not deal damage. The blind effect simulates camera whiteout; the deaf effect suppresses in-game audio for the duration.
| Field | Type | Example | Purpose |
|---|---|---|---|
Explosive | bool | false | Must be false for flashbangs. |
Flash_Explosion | uint16 | 45 | Effect asset ID for the flash burst visual. |
Flash_Range | float | 15.0 | Radius within which players are blinded and deafened. |
Flash_Duration | float | 5.0 | Duration in seconds of the blind and deaf effect. |
Explosive field on flashbangs is the most common error
Setting Explosive true on a flashbang converts it into a frag grenade that also produces a flash. The engine does not warn about this combination. Confirm Explosive false for all smoke grenades and flashbangs before testing.
Flashbang effect on NPCs and zombies
The flash effect in vanilla Unturned™ affects only players within Flash_Range. Zombies and animals are not blinded. Custom NPC behavior via server plugins may change this, but standard .dat flashbangs have no effect on non-player entities.
Example flashbang .dat
ID 5015
GUID e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0
Type Throwable
Name Flashbang_Custom
Rarity Rare
Size_X 1
Size_Y 1
Fuse 2.5
Explosive false
Flash_Explosion 45
Flash_Range 15.0
Flash_Duration 5.0Molotov fields
A molotov is a throwable that creates a fire zone on impact. The fire damages entities that enter or remain in the zone over time. The fire zone is implemented as an effect asset that includes a damage-over-time area component.
| Field | Type | Example | Purpose |
|---|---|---|---|
Explosive | bool | true | Set true for molotov; the detonation event spawns the fire effect. |
Explosion | uint16 | 18 | Effect asset ID for the fire zone. The referenced effect must include a damage-over-time component. |
Range | float | 5.0 | Radius of the fire zone at the detonation point. |
Impact | bool | true | Most molotovs detonate on first surface contact rather than on a timed fuse. |
Fuse | float | 5.0 | If Impact false, the fuse controls detonation timing. Set to a high value for drop-and-detonate behavior. |
Fire zone duration is in the effect asset
The duration of the fire zone is controlled by the effect asset's particle system lifetime, not by a throwable .dat field. To produce a fire zone that lasts 20 seconds, author an effect asset with a 20-second particle system lifetime and reference it via Explosion. The throwable .dat only determines the zone radius through Range.
Example molotov .dat
ID 5020
GUID f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1
Type Throwable
Name Molotov_Custom
Rarity Uncommon
Size_X 1
Size_Y 1
Fuse 5.0
Impact true
Explosive true
Range 5.0
Explosion 18Sticky throwable fields
Sticky throwables adhere to surfaces or vehicles upon contact, then detonate after the fuse expires. They are used for anti-vehicle charges, timed demolition devices, and specialty gameplay items in RP scenarios.
| Field | Type | Example | Purpose |
|---|---|---|---|
Sticky | bool | true | When true, the throwable adheres to the first surface it contacts instead of bouncing. |
Fuse | float | 5.0 | Time in seconds from adhesion to detonation. |
Explosive | bool | true | Sticky explosives are typically frag-type. Set all Damage_* and Explosion fields. |
Range | float | 8.0 | Blast radius of the sticky explosive after detonation. |
Range_Vehicle | float | 12.0 | Vehicle-specific blast radius. Set higher than Range for anti-vehicle charges. |
Sticky and vehicle interaction
Sticky throwables that adhere to vehicles move with the vehicle until detonation. This makes them particularly effective for anti-vehicle gameplay because the explosive cannot be driven away from.
Sticky adheres to the first surface contact
If the sticky throwable contacts a wall or floor before reaching the intended vehicle, it adheres to that surface instead. The Sticky flag does not discriminate between surfaces; it adheres to the first surface contact in all cases.
Example sticky explosive .dat
ID 5025
GUID a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2
Type Throwable
Name StickyCharge_Custom
Rarity Rare
Size_X 1
Size_Y 1
Fuse 5.0
Sticky true
Explosive true
Range 8.0
Range_Vehicle 12.0
Damage_Player 150
Damage_Zombie 200
Damage_Animal 150
Damage_Barricade 300
Damage_Structure 300
Damage_Vehicle 500
Damage_Resource 100
Damage_Object 100
Explosion 20Launcher-deployed throwable fields
Some throwable items are designed to be launched from an underbarrel launcher attachment on a gun rather than thrown by hand. These are still Type Throwable in their .dat, but they are paired with a gun's magazine system via the magazine .dat's projectile field.
| Field | Type | Recommended value | Purpose |
|---|---|---|---|
Explosive | bool | true | Launcher grenades are frag-type. |
Range | float | 6.0 | Blast radius. Typically smaller than hand grenades — shorter arming range. |
Impact | bool | true | Launcher grenades detonate on surface contact, not on a timed fuse. |
Fuse | float | 0.1 | Very short fuse ensures detonation after brief flight time even without impact contact. |
Damage_Player | float | 150 | Lower than a hand grenade; launcher grenades compensate with precision, not power. |
Pairing to the gun
The linkage between a launcher grenade and a gun is made in the gun's magazine .dat by referencing the throwable item's GUID as the projectile type. The throwable .dat does not declare its own launcher compatibility; the gun's magazine declares what it launches. See the Gun Mod Tutorial for the magazine configuration that enables launcher-deployed throwables.
Example launcher grenade .dat
ID 5030
GUID b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3
Type Throwable
Name LauncherGrenade_40mm
Rarity Rare
Size_X 1
Size_Y 1
Fuse 0.1
Impact true
Explosive true
Range 6.0
Range_Vehicle 8.0
Damage_Player 150
Damage_Zombie 250
Damage_Animal 150
Damage_Barricade 250
Damage_Structure 150
Damage_Vehicle 400
Damage_Resource 100
Damage_Object 100
Explosion 20Effect linkage: the Explosion field
The Explosion field on a throwable references an effect asset that plays at the detonation point. The field accepts the effect asset's uint16 ID. The effect asset must be bundled in the same master bundle as the throwable, or it must be a vanilla effect ID.
Common vanilla effect IDs
| Effect ID | Description | Use case |
|---|---|---|
18 | Fire explosion and zone | Molotov, incendiary grenade |
20 | Standard frag explosion | Frag grenade, rocket impact |
32 | White smoke cloud | Smoke grenade |
45 | Flash burst | Flashbang |
Custom effect assets require bundling
Custom effect assets must be authored in Unity as effect prefabs, assigned to the master bundle, and referenced by their ID in the throwable .dat. If the effect asset is not in the master bundle at the correct ID, the detonation produces no visual — the damage still occurs, but the player sees nothing. Always test the visual effect in single-player before publishing. Use IDs above 50000 for custom effects to avoid collision with vanilla effect IDs.
Spawn_Explosion for guaranteed visual
Set Spawn_Explosion true when you want the explosion effect to spawn even if no entities are in range to receive damage. This is useful for smoke and signal grenades where the visual effect is the primary purpose regardless of whether any entities are nearby.
Throwable type decision tree
Common pitfalls and their fixes
| Symptom | Root cause | Fix |
|---|---|---|
| Grenade does no damage | Explosive false on a frag grenade | Set Explosive true |
| Grenade detonates instantly on throw | Fuse 0.0 without Impact true intended | Set Fuse to desired countdown duration |
| Flashbang creates an explosion and kills players | Explosive true on a flashbang | Set Explosive false; confirm no Damage_* fields present |
| Smoke grenade produces fire | Explosion references a fire effect ID | Change Smoke_Explosion to the correct smoke effect asset ID |
| No visual effect on detonation | Explosion 0 or effect asset not in bundle | Set Explosion to a valid effect ID; confirm effect is bundled |
| Damage too high at maximum range | Range too large relative to Damage_* values | Reduce Range or reduce Damage_*; account for the linear falloff curve |
| Damage too low near the center | Damage_* values too conservative | Increase Damage_* values; use the falloff formula to verify expected values at each distance |
| Sticky grenade does not adhere | Sticky false | Set Sticky true |
| Sticky grenade adheres to wrong surface | Player threw toward vehicle but hit a wall first | Sticky adheres to the first contact — aim accordingly; no .dat fix available |
| Fuse never expires | Fuse set to an extremely large value by mistake | Set Fuse to the intended countdown duration |
| Grenade detonates in thrower's hand | Player cooked the fuse all the way to zero | Increase Fuse or document the cook risk in the English.dat description |
| Launcher grenade does not spawn from the gun | Launcher round not paired to the gun's magazine .dat | Author the magazine .dat referencing the throwable GUID as the projectile type |
| Smoke cloud disappears too quickly | Smoke_Duration too low | Increase Smoke_Duration (30 seconds is a usable minimum) |
| Flashbang blind radius too wide | Flash_Range too large | Reduce Flash_Range to 10–15 meters for standard balance |
| Molotov fire zone too small | Range too low | Increase Range for the fire effect radius |
| Grenade bounces unpredictably | Physics material on prefab is too bouncy | Replace the physics material on the throwable prefab with a less elastic material in Unity |
How-to: author a custom frag grenade from scratch
Step-by-step summary:
- Model and texture the grenade mesh in Blender. A 1024×1024 albedo is sufficient for a small 1×1 item — grenades are rarely examined closely in-game.
- Export the FBX and import to Unity. The throwable prefab is minimal compared to a weapon — no animation rig is required. Add a Rigidbody and a BoxCollider or SphereCollider for physics interaction.
- Author or reference an explosion effect asset. For a first grenade, use a vanilla effect ID (
20for standard frag) before investing time in a custom effect. - Bundle the prefab (and custom effect, if used) together with the same asset bundle name.
- Author the
.datwithType Throwable,Explosive true,Fuse,Range, and allDamage_*fields. - Author
English.datwith a display name and description. Include the blast radius in the description so players can evaluate the item's gameplay role. - Test in single-player: spawn the grenade with
@give, throw it, and verify detonation, damage, and visual effect. Use the falloff formula to verify damage at multiple distances.
Balance reference table
The table below documents selected vanilla Unturned™ throwable values for calibration purposes.
| Item (vanilla reference) | Fuse | Range | Damage_Player | Notes |
|---|---|---|---|---|
| Military Frag Grenade | 3.0 | 10.0 | 200 | Standard frag; kills within ~7m |
| Flashbang | 2.5 | 15.0 | 0 | Flash only; wide range |
| Smoke Grenade | 2.0 | 10.0 | 0 | Smoke only; 30-second duration |
| Molotov | — | 5.0 | 0 (DoT via fire) | Impact detonation; fire effect duration is in effect asset |
| Sticky Grenade | 5.0 | 8.0 | 150 | Anti-vehicle focus |
Calibrate against vanilla
Start from the vanilla values nearest to your intended throwable role and adjust one field at a time. Changing both Damage_Player and Range simultaneously makes it difficult to identify which change is causing a balance issue. Adjust Range first to set the blast footprint, then tune Damage_* to achieve the intended lethality curve.
Frequently asked questions
Why does my grenade damage me when I throw it?
The grenade detonated before reaching sufficient distance from the thrower. Either Fuse is too short (the player cannot move away before detonation), Range is too large (the blast reaches the throw point), or the player cooked the fuse close to zero. Increase Fuse or reduce Range. As a safety minimum, Range should not exceed the distance a player can travel in Fuse seconds.
Can I make a grenade that deals different damage to different entity types?
Yes. The Damage_Player, Damage_Zombie, Damage_Animal, Damage_Barricade, Damage_Structure, Damage_Vehicle, Damage_Resource, and Damage_Object fields are fully independent. For an anti-structure charge, set Damage_Structure and Damage_Barricade high while keeping Damage_Player lower. For an anti-vehicle charge, set Damage_Vehicle high and use Range_Vehicle for the vehicle-specific blast radius.
How do I make a grenade that detonates on contact?
Set Impact true and Fuse 0.0 (or a very short value like 0.1 as a failsafe). The grenade detonates the moment it contacts any surface. This configuration is standard for molotovs and launcher-deployed grenades.
Why does my smoke grenade deal damage?
The smoke effect asset referenced by Smoke_Explosion may include a damage zone — some vanilla effect assets do. Use the vanilla smoke effect ID (32) or author a custom effect prefab without a damage component. Also confirm Explosive false is set on the throwable .dat.
Can I have a grenade with both smoke and an explosion?
Yes. Set Explosive true with Damage_* and Explosion fields, and also set Smoke_Explosion and Smoke_Duration. The detonation produces both the explosion and the smoke cloud simultaneously. This is the incendiary grenade pattern — useful for area-denial combined with direct damage.
What is the maximum blast radius for a frag grenade?
There is no engine-enforced maximum. In practice, blast radii above 15–20 meters make grenades nearly unavoidable and break competitive server balance. The 57 Studios™ cohort recommendation is to stay at or below 12 meters for a standard frag grenade intended for public use. Document the blast radius in the Workshop description.
How do I make a grenade that the player cannot cook?
Unturned™ does not expose a "no cook" flag. The closest approximation is to use Impact true — the grenade detonates on first surface contact after throw, so the player cannot hold it in the air. For very short fuses, the practical cook window is too small to be useful regardless.
Can a flashbang affect zombies or animals?
The flash effect in vanilla Unturned™ affects only players within Flash_Range. Zombies and animals are not blinded or deafened. Server-side plugins may extend this behavior, but the standard .dat flashbang affects players only.
Why does the explosion effect spawn at the wrong position?
The effect spawns at the grenade's world position at the moment of detonation. If the grenade has partially embedded into terrain (common with fast or heavy projectiles), the effect may appear slightly below the surface. The throwable .dat does not have a spawn offset field; compensate by adjusting the effect asset's particle system origin offset in Unity.
How do I reference a custom explosion effect?
Author the explosion effect in Unity as an effect prefab, assign it to the master bundle, and give it a unique ID in its own .dat file. Reference that ID in the throwable's Explosion field. Custom effect IDs must not collide with vanilla IDs — use IDs above 50000 for custom effects.
Can I make a grenade that bounces multiple times before detonating?
The bounce count is physics-driven and depends on the throwable prefab's physics material in Unity. A more elastic physics material produces more bounces before the grenade comes to rest. The .dat does not have a bounce count field. Set Impact false and use a high Fuse value to allow the grenade to bounce to its rest position before detonating.
What happens if Fuse is set to a negative value?
A negative Fuse value causes the throwable to detonate immediately when thrown, before it leaves the player's hand. This is equivalent to Fuse 0.0. Do not use negative values.
Can the same throwable serve as both a hand grenade and a launcher round?
The same throwable item GUID can be referenced both by a player throwing it by hand and by a gun launcher's magazine .dat. The .dat does not need modification; the launcher magazine references the throwable GUID as its projectile type. Balance the throwable for both use cases, since the same item will function identically in both delivery contexts.
Appendix A: complete throwable .dat field reference
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
ID | uint16 | Yes | — | Unique item ID |
GUID | uint128 | Yes | — | Globally unique identifier |
Type | enum | Yes | — | Must be Throwable |
Name | string | Yes | — | Internal name |
Rarity | enum | No | Common | Item rarity |
Size_X / Size_Y | uint8 | Yes | — | Inventory footprint |
Fuse | float | Yes | — | Fuse duration in seconds |
Explosive | bool | No | false | Enable explosion on detonation |
Range | float | No | 0.0 | Explosion radius in meters |
Range_Vehicle | float | No | Range value | Vehicle-specific blast radius |
Range_Resource | float | No | Range value | Resource-specific blast radius |
Range_Object | float | No | Range value | Object-specific blast radius |
Damage_Player | float | No | 0.0 | Player damage at explosion center |
Damage_Zombie | float | No | 0.0 | Zombie damage at explosion center |
Damage_Animal | float | No | 0.0 | Animal damage at explosion center |
Damage_Barricade | float | No | 0.0 | Barricade damage at explosion center |
Damage_Structure | float | No | 0.0 | Structure damage at explosion center |
Damage_Vehicle | float | No | 0.0 | Vehicle damage at explosion center |
Damage_Resource | float | No | 0.0 | Resource damage at explosion center |
Damage_Object | float | No | 0.0 | Object damage at explosion center |
Explosion | uint16 | No | 0 | Effect asset ID for explosion visual and audio |
Spawn_Explosion | bool | No | false | Spawn effect even with no entities in range |
Sticky | bool | No | false | Adhere to surfaces on contact |
Impact | bool | No | false | Detonate on first surface contact |
Flash_Explosion | uint16 | No | 0 | Flash effect asset ID |
Flash_Range | float | No | 0.0 | Flash blind radius in meters |
Flash_Duration | float | No | 0.0 | Flash effect duration in seconds |
Smoke_Explosion | uint16 | No | 0 | Smoke effect asset ID |
Smoke_Duration | float | No | 0.0 | Smoke cloud duration in seconds |
Smoke_Range | float | No | 0.0 | Smoke cloud radius in meters |
Appendix B: vanilla effect ID quick reference
| Effect ID | Type | Typical use case |
|---|---|---|
18 | Fire zone | Molotov, incendiary grenade, fire trap |
20 | Frag explosion | Standard grenade, rocket impact, demolition |
32 | White smoke cloud | Standard smoke grenade, signal grenade |
45 | Flash burst | Flashbang, stun grenade |
Use these IDs for initial testing before authoring custom effect assets. They are available in all Unturned™ installations and require no bundling.
Appendix C: damage falloff worked examples
| Scenario | Damage_Player | Range | Damage at 0 m | Damage at 5 m | Damage at 10 m | Lethality (200 HP player) |
|---|---|---|---|---|---|---|
| Light grenade | 100 | 10.0 | 100 | 50 | 0 | No kill at any range |
| Standard grenade | 200 | 10.0 | 200 | 100 | 0 | Kill within ~0 m; wound to 7 m |
| Heavy grenade | 300 | 10.0 | 300 | 150 | 0 | Kill within ~3.3 m |
| Anti-personnel | 400 | 12.0 | 400 | 233 | 67 | Kill within ~6 m |
| Concussive (non-lethal) | 80 | 8.0 | 80 | 40 | 0 | No kill at any range |
| Anti-vehicle focus | 150 | 10.0 | 150 | 75 | 0 | Wound only; vehicle gets Damage_Vehicle |
To calculate the kill radius for a given Damage_Player and player HP:
Kill radius = Range × (1 - PlayerHP / Damage_Player)For Damage_Player 300, Range 10, PlayerHP 200:
Kill radius = 10 × (1 - 200/300) = 10 × 0.333 = 3.33 metersCross-references
- Storage Asset Reference — the previous article; container and wearable storage configuration.
- Melee Asset — the next article; melee weapon
.datfields. - Gun Mod Tutorial — covers magazine
.datconfiguration for launcher-deployed throwables and the bundle workflow. - Project Folder Structure and GUIDs — folder layout and GUID workflow required before authoring any asset.
- Master Bundle Export — how to package the throwable prefab and effect assets into a
.unity3dbundle. - Smartly Dressed Games Modding Documentation — official Unturned™ modding reference.
- Unturned on Steam — official Steam listing.

Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2025-05-18 | 57 Studios | Initial publication. Full throwable sub-type and field reference with fuse math, damage falloff, and launcher integration. |
| 1.1 | 2025-05-18 | 57 Studios | Expanded with full damage falloff formula, worked examples, kill radius calculation, launcher grenade .dat example, and extended FAQ. |
