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1911 Weapon Reference

The 1911 (asset name Colt) is an Uncommon Secondary weapon in Unturned. This page is a data reference for modders: it catalogs every field in the weapon asset file, what each field controls, and every spawn table the weapon appears in. You do not need to own the weapon in-game to use this page -- you only need the asset files and a text editor.

Asset identification

Every item in Unturned is identified by three values that a modder must know when writing spawn commands, crafting recipes, or server configuration.

PropertyValue
Asset nameColt
Item ID97
GUID7d6c442450c3419aa73405930919d067

The asset name (Colt) is the internal name the game engine uses. It appears in asset bundles, in the ID field of .dat files, and in commands that spawn items by name. The asset name is case-sensitive and must match exactly.

The item ID (97) is the numeric identifier in the global item registry. Item IDs 1 through approximately 200 are vanilla Unturned weapons and gear. When you write a /give command, you can use either the item ID or the asset name. Item IDs are stable across updates, but a modder adding custom items should register IDs above the vanilla range to avoid collisions.

The GUID (7d6c442450c3419aa73405930919d067) is a 128-bit unique identifier formatted as 32 hexadecimal characters. The GUID is embedded in save files, in the server-to-client item sync protocol, and in workshop mapping tables. When you duplicate and modify a vanilla weapon to create a custom variant, you must generate a new GUID. If two items share a GUID, the game treats them as the same item and data corruption is likely.

The rarity is Uncommon and the slot is Secondary. Rarity controls the color of the item name in the inventory and influences the weight multipliers applied by some spawn table configurations. Slot determines which equipment hotbar position the weapon occupies -- Secondary is the sidearm slot, numbered slot 3 in the default keybind layout.

The in-game description reads: American pistol chambered in 1911 ammunition.

What the .dat file looks like

When a modder extracts the 1911 asset bundle and opens the .dat file, the first section looks conceptually like this (field order varies by asset version):

Type Gun
ID Colt
GUID 7d6c442450c3419aa73405930919d067
Rarity Uncommon
Slot Secondary
Range 100
Firerate 4
Action Trigger
Caliber 3
Muzzle 3
Magazine 98
Ammo_Min 3
Ammo_Max 7

This is not the exact file content -- it is a conceptual representation of the key-value layout. The actual file includes additional lines for model references, animation bindings, audio event mappings, and localization strings that are part of the Unity prefab integration layer and are not covered on this page.

The damage section follows the ballistics section:

Player_Damage 24
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
...
Animal_Damage 24
...

The handling fields occupy the next block, followed by the flags. Flags are listed as space-separated or comma-separated tokens depending on the asset version. GUID-based flags appear as quoted 32-character hex strings. The array delimiter tokens ([, ], {, }) appear as bare characters in the flag list.

After the flags, the attachment-data arrays appear (delimited by [ and ]), followed by the crafting arrays (Blueprints, InputItems). A modder reading the file top to bottom encounters approximately 50 to 60 lines of gameplay data, plus additional lines for Unity integration.

When editing the file, a modder changes values directly: increase Player_Damage from 24 to 30, add Hook_Sight to the flag list, change Caliber from 3 to a custom caliber ID. The file must remain valid Unturned key-value format. Incorrect syntax (missing delimiters, malformed GUIDs, missing required fields) will cause the asset to fail loading, and the weapon will not appear in-game.

How the asset file is organized

The 1911 is an item asset in the Unturned bundle system. On disk, the weapon is defined by a .dat file. The file begins with a type declaration (Type Gun), followed by an ID field set to Colt, then a block of key-value pairs corresponding to the tables on this page. The file structure is flat: each field occupies one line in FieldName Value format, with no nesting except for arrays (delimited by [ and ]) and dictionaries (delimited by { and }).

The order of fields in the .dat file is not fixed, but the vanilla convention groups related fields: identification fields first (ID, GUID, Rarity, Slot), then ballistics, then damage tables by target type, then handling, then flags, then attachment and crafting arrays.

A modder opening the 1911 asset for the first time sees approximately 50 lines of data. The fields documented on this page are a subset of the total lines -- the asset also contains localization strings, model references, animation bindings, and audio event mappings that are not covered here because they are part of the Unity prefab integration layer, not the gameplay data layer.

The three-layer identifier system

Unturned uses three distinct identifiers for every item, and each serves a different purpose in the engine:

  • Asset name (Colt). Used internally by the asset loader and in the ID field of the .dat file. The asset name is the principal key within a bundle. It is human-readable and often (but not always) matches or resembles the in-game display name.
  • Item ID (97). A numeric alias for the item registry. The /give command and plugin APIs typically use item IDs. Item IDs are sequential within broad category ranges and are stable across minor game updates. The item ID is a convenience layer; the engine resolves it to the asset name at runtime.
  • GUID (7d6c442450c3419aa73405930919d067). The canonical long-term identifier. GUIDs persist through save files and survive workshop remapping. When the game writes a player's inventory to disk, it stores GUIDs, not item IDs or asset names. This is why a custom weapon must have a unique GUID: if it shares a GUID with a vanilla weapon, save files cannot distinguish them, and the player's inventory may contain the wrong item after a server restart.

Where to find the asset file

On a vanilla Unturned installation, the asset files are packed into Unity asset bundles. To access the raw .dat files, a modder unpacks the bundles using a tool such as UABE (Unity Asset Bundle Extractor) or a similar Unity asset extraction utility. The extracted .dat file for the 1911 lives under a path that includes the bundle name and the asset type hierarchy. Once extracted, the file is plain text and can be edited with Notepad, VS Code, or any text editor.

For workshop deployment, the modified .dat file is packaged into a new asset bundle and uploaded to the Steam Workshop. The game loads workshop bundles after vanilla bundles, allowing the modded weapon to override or supplement the vanilla 1911 without altering the original game files.

Field dependency chain

The ballistics fields on the 1911 form a dependency chain that a modder must understand before making changes. This chain links four asset types together: the Gun asset (this page), the Caliber asset, the Magazine asset, and the Muzzle asset.

The Gun asset references three other assets by their numeric IDs:

  • Caliber 3 links to a Caliber asset defining the ammunition type.
  • Magazine 98 links to a Magazine asset defining the reload item.
  • Muzzle 3 links to a Muzzle asset defining barrel effects.

The Caliber asset (with ID 3) defines which ammo box items are compatible. Every ammo box also carries a Caliber field. If an ammo box's Caliber matches the gun's Caliber, the ammo box can be used to reload the gun. The Caliber asset itself is a small data file -- typically just a few lines -- that exists solely to bridge guns and ammo boxes.

The Magazine asset (with ID 98) is an item in its own right. It carries its own capacity value (how many rounds it holds), its own item ID, its own spawn tables, and its own Caliber reference. The magazine's Caliber must match the gun's Caliber. If they mismatch, the gun cannot accept the magazine during reload. A modder changing the 1911's Caliber from 3 to a new value must also update the Magazine field to reference a magazine asset compatible with the new Caliber, and must either update the existing Magazine asset's Caliber or create a new Magazine asset.

The Muzzle asset (with ID 3) is independent of the Caliber/Magazine chain. It defines purely cosmetic and audio effects: the muzzle flash particle system, the firing sound event, the bullet trail renderer, and the ejected casing model. A modder can change the Muzzle field to point to a different Muzzle asset without affecting ammunition compatibility or magazine behavior. The Muzzle field value 3 on the 1911 is the same Muzzle asset ID used by the Luger and Peacemaker; on the Schofield, it is 4.

When a modder builds a custom weapon from scratch, the dependency chain is the order of asset creation: first create the Caliber asset, then create ammo boxes referencing that Caliber, then create the Magazine asset referencing the Caliber, then create the Muzzle asset, then finally create the Gun asset referencing Caliber, Magazine, and Muzzle.

Ballistics

The ballistics table defines how the weapon fires. Every field is a direct property of the gun asset.

FieldValue
Range100
Firerate4
ActionTrigger
Caliber3
Muzzle3
Magazine98
Ammo_Min3
Ammo_Max7

Range (100). This is the maximum effective distance in meters. Beyond this distance, the bullet is removed from the world. A modder increasing this value increases the distance at which the weapon can land hits; a modder decreasing it creates a close-range weapon. This value does not change damage -- it only changes whether the bullet exists at a given distance.

Firerate (4). This is the internal tick count the game waits between shots. Lower values produce faster firing because the interval between shots is shorter. The exact relationship between Firerate and real time depends on the engine tick rate, which is not a static value and is not part of this asset. When modifying Firerate, smaller numbers mean faster.

Action (Trigger). This controls the firing mechanism. Trigger means the weapon fires one round per input press. This is the standard semi-automatic action. Other values in the game include Bolt (requires manual cycling between shots), Pump (requires pump action between shots), and String (bow-type draw and release). The Action field determines whether holding the fire key produces continuous fire or a single shot.

Caliber (3). This is the Caliber asset ID. It links the gun to a specific ammunition type. The Caliber asset defines which ammo box items are compatible with the gun. When a modder creates a new ammo type, they create a Caliber asset and reference its ID in the gun asset. To find which ammo boxes correspond to Caliber 3, search for ammo assets whose Caliber field equals 3.

Muzzle (3). This is the Muzzle asset ID for the default muzzle attachment. The Muzzle asset defines the visual and audio effects at the barrel -- muzzle flash particle, firing sound, and bullet trail effect. Every gun has exactly one Muzzle asset. The Muzzle value here is the Gun attachment slot; it is not the same as the ammo Caliber even though both are 3 on this weapon.

Magazine (98). This is the Magazine asset ID. The Magazine asset defines the item that the gun pulls ammunition from during a reload. It carries its own capacity (how many rounds it holds), its own item ID, and its own spawn behavior. The gun references the magazine by its asset ID; the magazine references the caliber by the matching Caliber ID. To find the 1911 magazine in the data files, search for the asset whose ID field equals 98.

Ammo_Min (3) and Ammo_Max (7). These are the bounds for how many rounds are loaded in the gun when it spawns. The game rolls a random integer between Ammo_Min and Ammo_Max inclusive. A spawned 1911 will have between 3 and 7 rounds in the magazine. These values do not affect how many rounds the magazine can hold -- that is defined in the Magazine asset. These values only control spawn-state ammunition.

Player damage

The player damage table defines how much damage the 1911 deals to players and how that damage varies by hit zone.

FieldValue
Player_Damage24
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (24). This is the base damage dealt to the torso of a player. The value is a flat number, not a percentage. When a bullet hits a player's torso (the default hit zone when no limb-specific multiplier applies), the damage dealt is exactly 24.

Player_Leg_Multiplier (0.6). When the bullet hits a player's leg, the base damage is multiplied by 0.6. This means leg shots deal reduced damage compared to torso shots. A multiplier of 0.6 means the leg takes 60% of the base Player_Damage value. This is the game's way of modelling that limb hits are less damaging than center-mass hits.

Player_Arm_Multiplier (0.6). Identical to the leg multiplier. Arm hits receive the same damage reduction as leg hits. The value is 0.6, meaning arm hits deal 60% of base Player_Damage.

Player_Spine_Multiplier (0.8). Spine hits receive a smaller penalty than limb hits. The multiplier of 0.8 means spine hits deal 80% of base Player_Damage.

Player_Skull_Multiplier (1.1). Skull hits receive a damage bonus. The multiplier of 1.1 means a skull hit deals 110% of base Player_Damage. This is the only hit zone on players that receives a multiplier greater than 1.0.

The computed hit zone damage values apply these multipliers to the base Player_Damage of 24:

Hit zoneMultiplierDamage (base 24)
Skull1.126.4
Spine0.819.2
Arm0.614.4
Leg0.614.4

Each row is the result of base * multiplier. The game computes these at runtime; this table shows the resulting values so you can verify them against your own calculations when reading asset data.

When a modder wants to change how the 1911 performs against players, they edit Player_Damage to raise or lower the baseline, and they edit individual multipliers to change the hit-zone profile. Changing Player_Damage from 24 to 30 raises every zone proportionally. Changing Player_Skull_Multiplier from 1.1 to 1.5 makes headshots more rewarding without changing body-shot damage.

Zombie damage

The zombie damage table uses the same structure as the player damage table but applies to zombie entities instead of player entities. The baseline and multipliers are independent of the player values.

FieldValue
Zombie_Damage99
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage (99). The base damage dealt to a zombie's torso. This is a different value from Player_Damage (24). The game uses the Zombie_Damage field exclusively when the target is a zombie entity. A modder can tune zombie and player damage independently -- making a weapon strong against zombies but weak against players, or vice versa, is a deliberate balance choice.

Zombie_Leg_Multiplier (0.3). Zombie limb multipliers are lower than player limb multipliers. A leg hit on a zombie deals 30% of the base Zombie_Damage, compared to 60% for players. This reflects the game's design convention that zombies are more resistant to peripheral hits.

Zombie_Arm_Multiplier (0.3). Same value as the leg multiplier. Arm hits on zombies also deal 30% of base Zombie_Damage.

Zombie_Spine_Multiplier (0.6). Spine hits on zombies deal 60% of base Zombie_Damage. This is proportionally the same penalty as the player spine multiplier relative to its own base, though the absolute numbers differ.

Zombie_Skull_Multiplier (1.1). The skull bonus is the same ratio as for players -- 110% of the base. The absolute damage is higher because the base Zombie_Damage is higher.

The computed zombie hit zone values:

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.659.4
Arm0.329.7
Leg0.329.7

When a modder compares zombie and player damage tables side by side, the key observation is that the multipliers are different (0.3 for zombie limbs vs 0.6 for player limbs) while the skull multiplier is the same (1.1 for both). This is a common pattern across many Unturned weapons and is part of the game's damage model convention.

Animal damage

The animal damage table applies to animal entities (deer, wolves, bears, and other wildlife). It uses the same multiplier structure but the specific values differ from both player and zombie tables.

FieldValue
Animal_Damage24
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (24). The base damage dealt to an animal's torso. This matches the Player_Damage value exactly. On the 1911, animals and players share the same base damage.

Animal_Leg_Multiplier (0.6). Same as the player leg multiplier. Animal leg hits deal 60% of base Animal_Damage.

Animal_Spine_Multiplier (0.8). Same as the player spine multiplier. Animal spine hits deal 80% of base Animal_Damage.

Animal_Skull_Multiplier (1.1). Same as the player skull multiplier. Animal skull hits deal 110% of base Animal_Damage.

Note that the animal damage table lacks an Animal_Arm_Multiplier field. Animal entities do not have a distinct arm hit zone in the Unturned hit detection model, so the arm multiplier field is not present. Leg, spine, and skull are the three animal hit zones.

The computed animal hit zone values:

Hit zoneMultiplierDamage (base 24)
Skull1.126.4
Spine0.819.2
Leg0.614.4

Because the animal base damage and multipliers are identical to the player values on this particular weapon, the computed damage per hit zone is the same as the player table. This is a characteristic of the 1911 specifically and not a universal rule -- other weapons may diverge.

Understanding hit zone detection

When a bullet strikes a target in Unturned, the game determines which hit zone multiplier to apply based on the bone or collider the bullet intersected on the target's character model. The hit zone is not random -- it is a direct function of where the bullet hit the 3D model.

Each target type (player, zombie, animal) has its own skeleton with named bones. The game maps bone names to hit zone categories:

  • Bones in the head region (typically named Head or Skull) map to the Skull multiplier.
  • Bones in the upper torso (typically Spine, Spine1, Spine2) map to the Spine multiplier.
  • Bones in the left arm (typically LeftArm, LeftForeArm, LeftHand) map to the Arm multiplier.
  • Bones in the right arm (typically RightArm, RightForeArm, RightHand) also map to the Arm multiplier.
  • Bones in the left leg (typically LeftUpLeg, LeftLeg, LeftFoot) map to the Leg multiplier.
  • Bones in the right leg (typically RightUpLeg, RightLeg, RightFoot) also map to the Leg multiplier.
  • The default multiplier for any unclassified bone is 1.0 (equivalent to a torso hit).

The specific bone names vary between player, zombie, and animal rigs, which is why animal entities lack an Arm hit zone: the animal skeleton does not have bones that map to that category. A modder cannot add an Arm multiplier to the animal damage table and have it apply to animal targets -- the hit zone must exist in the skeleton first.

The Skull multiplier (1.1) is the only multiplier above 1.0 on the 1911, making headshots the highest-damage hit on all three target types. The Spine multiplier (0.8 for players and animals, 0.6 for zombies) is the middle tier. The Leg and Arm multipliers (0.6 for players and animals, 0.3 for zombies) are the lowest tier. This tiered structure (highest at the head, middle at the spine, lowest at limbs) is a design convention that rewards accuracy.

A modder editing individual multipliers changes the damage profile for each hit zone. Raising Player_Skull_Multiplier from 1.1 to 2.0 doubles headshot damage without changing body damage. Lowering Player_Leg_Multiplier from 0.6 to 0.2 makes leg hits nearly negligible. Multipliers can be set above 1.0 on any zone -- there is no engine-imposed ceiling.

Handling

The handling table defines how the weapon behaves in the shooter's hands: recoil pattern, aim spread, and camera shake.

FieldValue
Recoil_Min_X-0.2
Recoil_Min_Y10
Recoil_Max_X-0.3
Recoil_Max_Y13
Spread_Aim0.05
Shake_Min_X-0.01
Shake_Max_X0.01

Recoil_Min_X (-0.2) and Recoil_Max_X (-0.3). These define the horizontal recoil range. The game picks a random value between Min and Max on each shot. Negative values mean leftward recoil. Both bounds are negative, which means the 1911 consistently recoils to the left. The range is narrow (-0.2 to -0.3 is a spread of 0.1), so the horizontal recoil is predictable.

Recoil_Min_Y (10) and Recoil_Max_Y (13). These define the vertical recoil range. Positive values mean upward recoil. On each shot, the crosshair moves upward by a random amount between 10 and 13 units. The vertical recoil on the 1911 is moderate compared to the horizontal recoil -- it climbs vertically while drifting slightly left.

Spread_Aim (0.05). This is the aiming accuracy cone radius in degrees. When the player aims down sights, bullets are distributed within a cone of this angular radius. A value of 0.05 degrees is tight and represents a precise weapon when aimed. Lower values mean more accurate shots; higher values mean more bullet spread.

Shake_Min_X (-0.01) and Shake_Max_X (0.01). These define the horizontal camera shake applied on each shot. The camera jolts by a random amount within this range. The values are small on the 1911, meaning the visual recoil is subtle. The shake is symmetric around zero (equal magnitude in both directions), producing a balanced left-right jitter.

A modder tuning handling starts with the recoil values to define the kick pattern, then adjusts Spread_Aim to set baseline accuracy, and finally tunes Shake to control how much the view jumps. Recoil and shake are separate systems: recoil moves the crosshair; shake moves the camera.

How recoil and shake interact

Recoil and shake are two independent systems that run simultaneously on every shot. Understanding the difference is important when tuning handling.

Recoil moves the crosshair position. The game takes the Min and Max values for X and Y, generates a random number in that range, and applies the result as an offset to the player's aim point. Recoil is cumulative: each shot adds its offset to the current aim position. The player must actively counter-steer to bring the crosshair back on target. Recoil values are tuned for a specific weapon feel -- a tight, predictable recoil pattern rewards disciplined pacing; a wide, random pattern punishes rapid fire.

Shake moves the camera. The camera jolts by the generated shake value, producing a visual kick that does not change where the next bullet will go. Shake is cosmetic, not mechanical. A weapon with zero shake but high recoil will still have its crosshair climb; a weapon with high shake but zero recoil will look violent but place every shot on the same point.

The 1911's recoil profile (vertical climb of 10 to 13, narrow leftward drift of 0.1) combined with its shake profile (symmetric jitter of 0.01) means that the crosshair movement dominates the handling feel. The camera barely twitches, but the aim point moves significantly upward and slightly left with each shot. A modder who wants a more "snappy" feel increases the shake values; a modder who wants a more stable feel decreases the recoil values.

Spread_Aim operates independently of both recoil and shake. When the player aims down sights, each bullet is randomly offset within a cone of the defined angular radius. Spread does not accumulate -- each shot's spread is independent of previous shots. The spread cone is centered on the current crosshair position, which means recoil and spread compound: if recoil has moved the crosshair off target and the spread cone sends the bullet to the edge of the cone, the miss is larger than either system alone would produce.

Flags

Flags are boolean toggles and metadata markers embedded in the asset file. They control attachment compatibility, crafting behavior, fire modes, and asset serialization.

The 1911 asset carries these flags:

"7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Barrel, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

"7b82c125a5a54984b8bb26576b59e977". This is a GUID-based flag. Unturned assets can carry a GUID as a flag to reference a shared behavior component or master-bundle module. This specific GUID appears on multiple weapons (the 1911, Luger, Peacemaker, and Schofield all carry it), which indicates it is a common firearm base behavior -- likely a shared firing or damage-calculation component. You do not edit this GUID when creating a custom weapon variant unless you intend to replace the shared behavior.

Blueprints. The weapon supports crafting blueprints. When this flag is present, the asset can define a Blueprints array containing crafting recipes. Modders adding recipes to the 1911 must ensure this flag remains set.

Hook_Barrel. The weapon has a barrel attachment slot. This means muzzle attachments (suppressors, compensators) can be fitted. The flag itself does not define which attachments are compatible -- that is controlled by the attachment items and their own compatibility flags. This flag only enables the slot to exist on the weapon.

Hook_Tactical. The weapon has a tactical attachment slot. This slot accepts tactical attachments: flashlights, laser sights, and similar utility gear. The presence of this flag is a prerequisite for any tactical attachment to be mountable.

InputItems. The weapon accepts input items for crafting or repair operations. When this flag is set, the asset can define an InputItems array. This is distinct from OutputItems -- the 1911 takes items in (for crafting variations or repairs) but does not define output transformations.

RequiresNearbyCraftingTags. Crafting operations on this weapon require the player to be near a crafting station with matching tags. For example, a repair bench or gunsmithing table. Without this flag, crafting can occur anywhere. With it, the player must be in proximity to the tagged station.

Safety. The weapon has a safety mode. Players can toggle the safety on and off. When the safety is on, the weapon cannot fire. This flag is present on most firearms and absent on melee weapons or items that cannot have an inactive state.

Semi. The weapon supports semi-automatic fire. This flag works in conjunction with the Action field -- Action: Trigger plus the Semi flag means the weapon fires one round per trigger pull. A weapon can carry both Semi and Auto flags to support select-fire, but the 1911 has only Semi.

[, ], {, }. These are array and dictionary delimiter tokens in the Unturned asset serialization format. They appear in the flag list as a consequence of how the game engine parses nested data structures. They are not functional flags but rather structural markers from the .dat file serialization. Modders can ignore them when reading the flag set -- they are an artifact of the file format, not a configurable behavior.

The 1911 does not carry Hook_Sight, Hook_Grip, Auto, or OutputItems. This means the weapon has no sight attachment slot, no grip slot, cannot fire in fully automatic mode, and does not produce output items from crafting operations. A modder can add any of these by setting the corresponding flag, but must also define the associated attachment compatibility data or crafting output arrays.

How the game processes a 1911 shot at runtime

When a player fires the 1911, the game executes a deterministic sequence:

  1. Fire check. The game verifies the Safety flag is off and the Semi flag permits firing. The 1911 has only Semi (no Auto), so each trigger pull fires exactly one shot -- holding the trigger does not produce continuous fire.
  2. Ammo check. The game reads the loaded rounds from the Magazine asset (98). If the count is above zero, one round is consumed. If zero, a dry-fire sound plays and the sequence stops.
  3. Firerate timer. The game starts a count of the Firerate value (4). No follow-up shot is possible until the count reaches zero. Lower Firerate = shorter interval.
  4. Bullet spawn. A bullet object spawns at the Muzzle 3 attachment point on the gun model. The Muzzle asset (3) provides muzzle flash, firing sound, bullet trail, and casing ejection effects.
  5. Projectile travel. The bullet travels along the barrel direction with a random angular offset within the Spread_Aim cone (0.05 degrees). The bullet is removed after traveling Range (100) meters.
  6. Hit detection. If the bullet intersects a target, the game reads the bone name at the impact point and maps it to a hit zone. It selects the multiplier from the appropriate damage table based on target type.
  7. Damage application. Base damage (24 for players, 99 for zombies, 24 for animals) is multiplied by the zone multiplier. The resulting value is subtracted from the target's health.
  8. Recoil and shake. Random offsets are generated within the Min/Max recoil ranges and applied to the crosshair. Random shake offsets are generated and applied to the camera. Recoil is cumulative; shake is per-shot cosmetic.

Steps 1-7 are deterministic given identical input. Step 8 introduces randomness. A modder can set Min and Max to the same value to eliminate randomness from recoil or shake.

Rarity mechanics

The 1911 has a rarity of Uncommon. The Unturned rarity system uses six tiers: Common, Uncommon, Rare, Epic, Legendary, and Mythic. Each tier affects two things: the display color of the item name in the inventory tooltip and the weight multipliers that some spawn table configurations apply when rarity-aware filtering is active.

Rarity on its own does not directly control spawn frequency. A weapon with a rarity of Uncommon can appear at 60.000% in one table and 4.046% in another -- the spawn chance is determined by the weight assigned in each individual spawn table, not by the rarity label. The rarity label is metadata that plugins and custom server configurations can use to build additional rarity-gated loot rules.

A modder changing the 1911's rarity from Uncommon to Rare changes the item name color from green to blue in the vanilla UI and makes the weapon eligible for any rarity-filtered loot modifiers that a server plugin might apply. The spawn table weights are not affected by a rarity change unless the server is running a plugin that reads rarity and adjusts weights dynamically.

How rarity interacts with spawn tables

When a spawn table is rarity-aware, the game or plugin reads each item's rarity and applies a multiplier to its effective weight. A typical rarity-weight multiplier table might be: Common = 1.0x, Uncommon = 0.75x, Rare = 0.5x, Epic = 0.25x, Legendary = 0.1x, Mythic = 0.01x. Under such a system, an Uncommon 1911 would have its effective spawn weight reduced to 75% of its listed weight. However, this behavior is not vanilla -- it requires a plugin or a custom spawn table configuration.

In the vanilla game, rarity is purely cosmetic and informational. The spawn table weights in the table below determine the 1911's actual frequency, and no hidden rarity modifier is applied.

Spawn tables

Every time the game populates loot at a location, it rolls on a spawn table. Each spawn table is a weighted list of items. The same spawn table can be used at multiple locations on a map. The table below lists every spawn table (from the first 20 of 47 total tables) that can produce the 1911, the map the table belongs to, and the chance that a single roll on that table yields the weapon.

MapSpawn tableChance per roll
HawaiiAegis_Security_Weapons60.000%
CoreCivilian_Arctic_Guns50.000%
FranceBoat_France34.783%
FranceFrance_Boat_France34.783%
CoreGuns_Canada_Guns33.333%
CoreGuns_Russia_Guns33.333%
CoreCivilian_Canada_Guns25.000%
CoreGuns_America_Guns25.000%
FranceCivilian_France_Guns22.222%
CoreCivilian_America_Guns16.667%
HawaiiAegis_Security15.652%
IrelandCliffs_Civilian_Guns13.889%
IrelandCliffs_Bank7.692%
CorePEI_Guns_Canada5.704%
CoreGuns_Canada5.704%
CoreRussia_Guns_Russia5.704%
CoreGuns_Russia5.704%
CoreWashington_Guns_America4.278%
CoreGuns_America4.278%
GreeceGreece_Carepackage_Survivalist4.046%

Showing 20 of 47 tables that can produce this weapon.

How to read the spawn table

Each row is one spawn table on one map. The Chance per roll is the probability, expressed as a percentage, that when the game rolls once on that table, the 1911 is the result. If the chance is 60.000%, then approximately three out of every five rolls on that table produce the 1911. If the chance is 4.046%, then roughly one in twenty-five rolls produces it.

The Map column identifies which map the spawn table is deployed on. Core means the table ships with the base game and is available on all official maps unless overridden. Map-specific tables (Hawaii, France, Ireland, Greece) are only active when the server is running that map.

The Spawn table name follows a convention: [Map]_[Context]_[Subcategory]. For example:

  • Aegis_Security_Weapons is the weapons sub-table within the Aegis Security context on Hawaii.
  • Civilian_Arctic_Guns is the guns sub-table within the arctic civilian loot pool, available on core maps.
  • Boat_France is a boat loot table specific to the France map.

Some spawn tables appear in pairs: Boat_France and France_Boat_France are two distinct tables. The France_ prefix typically indicates a master table that references the map, while the unprefixed version is a sub-table. Both can produce the weapon independently.

What the chance means for loot placement

A spawn table is not a guarantee. The game may roll on a given table zero times (if no loot node at a location references it), once, or multiple times per location. The chance per roll is the probability per individual roll, not per location. If a location triggers two rolls on the same table and the chance is 25%, each roll independently has a 25% chance of producing the 1911.

The highest chance per roll for the 1911 is 60.000% on the Hawaii Aegis_Security_Weapons table. The lowest among the displayed 20 tables is 4.046% on the Greece Greece_Carepackage_Survivalist table. The wide range (from over half to under one in twenty) reflects the weapon's distribution across different loot contexts: from dedicated weapon caches to general survivalist care packages.

How modders use spawn table data

To add a custom weapon to the same spawn tables as the 1911, a modder edits the spawn table asset files. Each spawn table is an asset with its own .dat file. Inside, there is a weighted list of item references. The modder adds a new entry with the custom weapon's asset ID or GUID and assigns a weight. The total weight of all entries determines the percentage chance.

To remove the 1911 from a spawn table, the modder deletes or comments out its entry. To increase its frequency, the modder raises its weight relative to other entries in the same table.

To find every location that can produce the 1911, a modder works through all 47 spawn tables (the full list, not just the 20 shown above) and cross-references the spawn table names with the map's loot node placement data. Spawn table names are discoverable through the asset directory structure under each map's bundle folder.

Understanding percentage precision in spawn tables

The percentages in the spawn table above are exact values from the asset data. Some percentages have three decimal places (e.g., 4.278%) because the underlying weight produces a repeating or precise decimal. Other percentages are clean fractions: 33.333% is exactly one-third (weight 1 out of total weight 3), 25.000% is exactly one-quarter (weight 1 out of total weight 4), and 50.000% is exactly one-half (weight 1 out of total weight 2).

When a modder edits spawn table weights, the resulting percentages are computed by the game at runtime as (item weight / total weight of all entries). The modder sets the weight; the game computes the percentage. A modder does not write "25.000%" into the asset file -- they write a weight value, and the engine divides it by the sum of all weights in the table.

This has an important implication: changing one item's weight changes every other item's effective percentage, because the total weight (the denominator) changes. If a table has three items with weights 1, 1, 1 (each 33.333%), and a modder changes the 1911's weight from 1 to 3, the 1911's percentage becomes 3 / 5 = 60.000%, and the other two items drop from 33.333% each to 1 / 5 = 20.000% each. The modder raised one weight; the engine recalculated all three percentages.

Workshop publishing workflow

When a modder has finished editing the 1911 asset and tested it locally, the workflow for publishing the modified weapon to a server is:

  1. Repack the edited .dat file into a new Unity asset bundle using UABE or Unity's AssetBundle build pipeline. The bundle must include the modified .dat file and any custom model, texture, or audio assets the weapon references.
  2. Assign a unique GUID to the modified weapon if it is a new item rather than a replacement. If the modded weapon is intended to replace the vanilla 1911 entirely, keep the original GUID. If it is a new variant, generate a new GUID.
  3. Register the bundle in the server's workshop configuration or in the Bundles directory of the Unturned server installation. Workshop-published weapons use the Steam Workshop item ID; locally installed mods use the bundle file path.
  4. Update spawn tables if the weapon is a new variant (not a replacement). Add entries for the new GUID to the desired spawn tables following the same weighted-list format as the vanilla tables.
  5. Restart the server and verify the weapon loads correctly by using /give with the new item ID or asset name, checking that the damage values match the edited asset, and confirming that spawn tables produce the weapon at the expected frequency.

For a server-side-only modification (no client download required), the modder edits only gameplay data fields (damage, handling, flags, spawn weights) and does not change models, textures, or sounds. Server-side mods that change only .dat values are compatible with vanilla clients. Mods that change visual or audio assets require clients to subscribe to the workshop item.

The 1911 belongs to a set of four weapons covered by this reference series. The table below compares the identification and ballistics values across the set so a modder can make informed decisions when choosing which weapon to use as a base for a custom variant.

Field1911 (Colt)LugerPeacemakerSchofield
Item ID9714761024101
RarityUncommonUncommonRareUncommon
SlotSecondarySecondarySecondaryPrimary
Range10090100200
Firerate42350
ActionTriggerTriggerTriggerBolt
Caliber343245
Muzzle3334
Player_Damage24272080
Zombie_Damage99997599
Animal_Damage24272099
Spread_Aim0.050.040.10.01
Auto fireNoNoYesNo
Sight slotNoNoYesYes
Grip slotNoNoNoYes
OutputItemsNoNoNoYes

The 1911 is the median pistol in terms of range (100, equal to the Peacemaker, above the Luger's 90) and a middle-ground firerate (4, between the Luger's 2 and the Peacemaker's 3, noting that lower numbers mean faster). Its player damage of 24 sits between the Luger's 27 and the Peacemaker's 20. Its handling profile is distinguished by consistently leftward recoil (both Recoil_Min_X and Recoil_Max_X are negative), unlike the symmetric horizontal recoil of the Luger and Peacemaker.

The 1911 is the most widely distributed of the four weapons, appearing in 47 spawn tables across Core, Hawaii, France, Ireland, and Greece. This makes it a good choice for a modder who wants a custom weapon to appear broadly: copying the 1911's spawn table entries and replacing the item ID gives the custom weapon the widest possible vanilla footprint.

Canned Beans

No Canned Beans data is associated with the 1911 in the game files. The 1911 asset does not reference beans as a crafting ingredient, ammo substitute, repair material, or loot-adjacent item in any spawn table. This weapon exists entirely outside the bean ecosystem.

If you are following the Canned Beans thread across the wiki and expected to find bean connections here, there are none. The topic of Canned Beans in Unturned lore and gameplay spans many items, but the 1911 is not one of them. See /lore/canned-beans-lore for the items that do interact with the bean system.

Practical use for server owners and modders

Reading the asset file

The 1911 asset lives in the Unturned asset bundle system. On a vanilla installation, extracting the bundles reveals a .dat file with the fields described on this page. A modder opens the file in any text editor, locates the field they want to change, edits the value, saves, and repacks or loads the modified asset through the workshop system.

The file structure follows Unturned's key-value serialization format: each field is one line with the field name, a space, and the value. Arrays are delimited by the [ and ] tokens; dictionaries by { and }. Nested structures use indentation, but the exact whitespace convention varies by asset version.

Common modifications

The most common changes a server owner makes to the 1911 asset:

Damage tuning. Edit Player_Damage from 24 to a higher or lower value. This is the simplest balance lever. If you want to change the headshot reward without touching body-shot damage, edit only Player_Skull_Multiplier.

Spawn frequency. Edit the spawn table weights on the tables your server's map uses. If your map is France and you want the 1911 to appear more often in civilian loot, raise its weight in Civilian_France_Guns and Boat_France.

Attachment slots. Add Hook_Sight to the flag list to enable sight attachments. Adding a flag without adding the associated attachment-data array will cause the slot to appear empty, so pair the flag with valid attachment entries.

Caliber swap. Change the Caliber field from 3 to a different Caliber asset ID. You must also change the Magazine field to a magazine asset compatible with the new caliber. Changing Caliber without updating Magazine produces a broken weapon that cannot reload.

Server configuration

The 1911 can be given to players via the /give command using either the item ID or asset name:

/give 97
/give Colt

It can be added to kit loadouts, vote-shop inventories, and economy plugin item lists by referencing item ID 97 or GUID 7d6c442450c3419aa73405930919d067.

Spawn table editing for the 1911 is done at the asset level, not through server configuration files. To suppress the 1911 from spawning on a server without modifying asset bundles, a plugin that hooks the loot-generation event and filters out item ID 97 is the standard approach.

Common troubleshooting

The weapon cannot reload after changing Caliber. The Caliber field and the Magazine field form a paired dependency. If you change Caliber from 3 to a new value but do not update Magazine 98 to a magazine compatible with the new caliber, the game cannot match the gun to its magazine during the reload check. The fix is to update the Magazine asset (ID 98) to reference the new Caliber, or to change the Magazine field on the gun to point to a different magazine asset that is already compatible.

Attachment slots appear empty after adding a hook flag. Adding Hook_Sight to the flag list creates the attachment slot in the UI, but the slot has no compatible attachments until the attachment-data array is populated. Each hook flag needs a corresponding array in the asset file listing the attachment item IDs that fit the slot. Without this array, the slot displays but the player cannot install any attachment.

The weapon does not spawn at the expected rate after editing spawn tables. Spawn table editing has two common failure modes. First, editing only the master table but not its corresponding sub-table (or vice versa) -- if the weapon appears in both Guns_Canada and PEI_Guns_Canada, editing only one leaves the other at its original weight. Second, forgetting that a single loot location can roll on multiple tables -- if a location rolls three tables that all contain the 1911, the effective probability of finding the weapon at that location is higher than any single table's chance per roll.

Damage values do not match the computed tables after editing. The computed damage table is the product of the base damage and the multiplier. If you change Player_Damage from 24 to 30 and see 33 on skull hits instead of the expected 33 (30 * 1.1 = 33), verify that you edited the correct field. A common mistake is editing Player_Damage on the gun asset while the server is loading a plugin that overrides damage values, or editing a workshop copy of the asset while the vanilla asset is still being loaded by the game.

Verification

After modifying the asset, verify the changes by loading the item in a local test environment. Use /give 97 to spawn the modified weapon, check the damage values against the hit zone tables above, confirm that attachment slots appear or disappear based on your flag changes, and verify that the spawn tables produce the item at the expected frequency by running multiple loot-generation passes and counting occurrences.

The tables on this page serve as the reference baseline. Every value in every table is the vanilla asset value. Compare your modified values against these tables to confirm that your change was applied correctly and that no unintended field was altered.