Fusilaut
The Fusilaut is an Epic primary weapon in Unturned, defined by asset Fusilaut, item ID 1375, and GUID 2d4777e326f64ecb9d0128ac9d8d0cd3. It is described in-game as a French assault rifle chambered in both Ranger and Military ammunition. The dual-caliber capability is a defining structural characteristic of this weapon, reflected in the absence of a single Caliber field in the ballistics table. This article documents every field that the Fusilaut asset defines in its .dat file and explains how a modder reads, edits, and reasons about each value. The data comes directly from the shipped game files; no derived or estimated values appear anywhere in this reference.
Asset identity
The asset identity fields identify the Fusilaut to the engine. The Fusilaut's Epic rarity and dual-caliber design make it a high-value weapon in the Unturned loot economy.
| Field | Value |
|---|---|
| Asset name | Fusilaut |
| Item ID | 1375 |
| GUID | 2d4777e326f64ecb9d0128ac9d8d0cd3 |
| Rarity | Epic |
| Slot | Primary |
| Type | Gun |
| Useable | Gun |
| In-game description | French assault rifle chambered in Ranger and Military ammunition. |
Rarity (Epic) places the Fusilaut in the purple rarity tier. Slot (Primary) assigns the weapon to slot index 0. The in-game description states the weapon is chambered in both Ranger and Military ammunition -- two distinct ammunition families. This dual-caliber capability is implemented through the Magazine_Calibers array system rather than a single Caliber field. The structural implication is significant: the Fusilaut accepts magazines from two different ammunition ecosystems, meaning a player with a Military magazine and a Ranger magazine can swap between them without changing weapons.
Item ID (1375) is the numeric reference for @give and spawn entries. The GUID (2d4777e326f64ecb9d0128ac9d8d0cd3) is the 32-character hex identifier for save-file persistence. Type Gun and Useable Gun are the engine's class-instantiation directives; without both, the item loads as a non-functional generic item.
Ballistics
The ballistics table defines the Fusilaut's projectile behaviour. The most notable structural feature is the absence of a Caliber field. This is deliberate and correct for a dual-caliber weapon.
| Field | Value |
|---|---|
| Range | 200 |
| Firerate | 3 |
| Action | Trigger |
| Muzzle | 3 |
| Magazine | 123 |
| Ammo_Min | 10 |
| Ammo_Max | 30 |
Range (200) is the hitscan raycast distance in metres. The engine casts a ray from the muzzle along the aim vector up to 200 units. At 200 units, the Fusilaut has a rifle-class range. The projectile can engage targets at distances where most secondary weapons and short-range primaries cannot reach.
Firerate (3) is a low cooldown value indicating a fast cycling rate. Among assault-rifle-class weapons, Firerate 3 is one of the faster values. The engine reads Firerate as an abstract interval; the temporal effect is determined by the engine's fixed tick rate, not by the value alone.
Action (Trigger) sets the firing mechanism to direct-fire trigger. No pump, bolt, or break animation interrupts the firing cycle. The weapon fires on each trigger pull at the engine's maximum rate for the given Firerate value. Because the Fusilaut carries Semi but not Auto, the trigger behaviour is semi-automatic: one shot per click.
The missing Caliber field. A standard single-caliber weapon defines Caliber with a numeric value (e.g., Caliber 8). The Fusilaut omits Caliber entirely because it uses the Magazine_Calibers array to specify the accepted calibers (Ranger and Military). A modder inspecting the full Fusilaut.dat file would find something like:
Magazine_Calibers
1
2(where 1 and 2 are placeholder indicators for the Ranger and Military caliber IDs -- the exact caliber numbers are not provided in the extracted asset data). This array syntax replaces the single Caliber field. The engine reads the array entries and permits any magazine whose Caliber_Reference matches one of the listed calibers. A modder creating a triple-caliber weapon adds a third entry to the array.
Muzzle (3) is the standard rifle-class muzzle flash effect. The effect plays at the Barrel child GameObject position in the prefab on each shot.
Magazine (123) is the item ID of the default magazine that spawns inside the weapon. Item 123 is the Military magazine. The weapon always spawns with a pre-loaded Military magazine. If the player wants to use Ranger ammunition, they must find a compatible Ranger magazine in the world and manually swap it. The Magazine field specifies only the spawn-default magazine; it does not restrict which calibers the weapon accepts.
Ammo_Min (10) and Ammo_Max (30) define the random fill range at spawn. The spread from 10 to 30 is 21 units wide. The engine generates a uniform random integer between 10 and 30 inclusive. Each count has a 1/21 probability (approximately 4.76%). The wide range means the Fusilaut can spawn with drastically different ammunition loads -- from one-third full to completely full.
Player damage
The Fusilaut's player damage profile combines a moderately high base value with the standard tiered multiplier set.
| Field | Value |
|---|---|
| Player_Damage | 43 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage (43) is the base projectile damage. The multiplier structure (0.6/0.8/1.1) creates a standard damage gradient: limbs deal 60% of base, spine deals 80%, skull deals 110%. The limb penalty of 40% reduces effective damage to 25.8. The skull bonus of 10% increases effective damage to 47.3. The skull-to-limb damage ratio is 47.3 / 25.8, meaning a headshot deals 83% more damage than a limb hit.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 43) |
|---|---|---|
| Skull | 1.1 | 47.3 |
| Spine | 0.8 | 34.4 |
| Arm | 0.6 | 25.8 |
| Leg | 0.6 | 25.8 |
Each value is 43 * multiplier. The engine uses floating-point arithmetic, preserving the decimal fractions in the damage pipeline.
Zombie damage
The Fusilaut elevates zombie base damage to 99 and steepens the multiplier gradient significantly.
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Zombie_Damage (99) is more than double the player base of 43. The multiplier set (0.3/0.6/1.1) is aggressive: limb hits suffer a 70% reduction, spine hits suffer a 40% reduction, and skull hits receive a 10% bonus. The combination of elevated base and steep limb penalties means the Fusilaut rewards zombie headshots heavily while punishing inaccurate body fire.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
The zombie damage gradient from skull (108.9) to limb (29.7) is a factor of 3.67. This is the same ratio seen in the Devil's Bane, Ekho, and Empire -- weapons sharing the 0.3/0.6/1.1 zombie multiplier pattern.
Animal damage
The Fusilaut's animal damage profile matches the player profile.
| Field | Value |
|---|---|
| Animal_Damage | 43 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The animal base (43) matches the player base, not the zombie base. Animals are more resilient to the Fusilaut's fire than zombies on a per-shot basis, but receive the more generous player-class multipliers.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 43) |
|---|---|---|
| Skull | 1.1 | 47.3 |
| Spine | 0.8 | 34.4 |
| Leg | 0.6 | 25.8 |
The animal values mirror the player values exactly. Three rows for three animal hit zones.
Handling
The Fusilaut's handling profile features a left-biased horizontal recoil pattern, similar to the Empire.
| Field | Value |
|---|---|
| Recoil_Min_X | -0.75 |
| Recoil_Min_Y | 2.75 |
| Recoil_Max_X | -1.75 |
| Recoil_Max_Y | 3.75 |
| Spread_Aim | 0.0375 |
| Shake_Min_X | -0.0025 |
| Shake_Max_X | 0.0025 |
Recoil_Min_X (-0.75) and Recoil_Max_X (-1.75) define a horizontal recoil range where both endpoints are negative. The engine picks a random X-axis offset between -1.75 and -0.75 on each shot. Because both values are below zero, the weapon always applies a leftward camera rotation. There is no possible rightward kick. The range is 1 unit wide, and the direction is locked left.
Note the ordering: Recoil_Min_X at -0.75 and Recoil_Max_X at -1.75 means the "minimum" is algebraically greater (less negative) than the "maximum" (more negative). The engine maps the random value across the interval defined by these two endpoints regardless of which is algebraically smaller. A value closer to -0.75 produces less leftward kick; a value closer to -1.75 produces more leftward kick.
Recoil_Min_Y (2.75) and Recoil_Max_Y (3.75) define a narrow vertical recoil range with a 1-unit spread. The weapon climbs upward by 2.75 to 3.75 units per shot. The decimal precision (0.75 increments) indicates careful calibrated tuning.
Spread_Aim (0.0375) is the spread cone in degrees when aiming down sights. At 0.0375 degrees, the Fusilaut has a tight aimed dispersion. The value 0.0375 is exactly one-twentieth of 0.75, suggesting it was derived from a reference spread value.
Shake_Min_X (-0.0025) and Shake_Max_X (0.0025) define a small horizontal viewmodel shake. The weapon wobbles subtly during fire. Shake is visual-only.
Flags
The Fusilaut's flag set is notable for the absence of Auto. Despite being described as an assault rifle, the weapon fires only in semi-automatic mode.
"7b82c125a5a54984b8bb26576b59e977" -- master bundle reference GUID. Links the asset to its bundle container.
Blueprints -- enables crafting system participation. The weapon appears in repair and disassembly recipes.
Hook_Barrel -- enables barrel attachments. The Fusilaut carries all four attachment hook flags, giving it complete attachment compatibility.
Hook_Grip -- enables grip attachments.
Hook_Sight -- enables sight and scope attachments.
Hook_Tactical -- enables tactical attachments (lasers, flashlights, rangefinders).
InputItems -- accepts input items during crafting operations.
RequiresNearbyCraftingTags -- gates blueprint availability behind proximity to tagged world objects.
Safety -- enables the safety fire mode. The trigger produces no projectile.
Semi -- enables semi-automatic fire. This is the only active fire-mode flag beyond Safety. The weapon has a two-mode cycle: Safety and Semi.
[, ], {, } -- parser delimiters. No behavioural meaning.
The absence of Auto is the most significant flag observation. A modder who wants automatic fire must add Auto to the flag list. With all three (Safety, Semi, Auto), the fire-mode selector cycles through three positions. The full set of four attachment hooks means every standard slot type is active. Combined with the dual-caliber system, the Fusilaut has one of the most flexible configuration surfaces of any weapon.
Spawn tables
The Fusilaut appears in 23 distinct spawn tables across six map regions. The extracted asset data displays 20 of those 23 tables. Each row is one independent probability check during loot container population.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Special_Low_Peaks_Guns | 50.000% |
| Core | Special_Low_Guns | 33.333% |
| EasterIsland | Vermillin_Mega_Guns | 33.333% |
| France | Special_Low_France_Guns | 26.316% |
| EasterIsland | Vermillin_High_Guns | 25.000% |
| EasterIsland | Vermillin_Mega | 6.349% |
| Belgium | Belgium_Carepackage | 3.899% |
| Ireland | Cliffs_Airdrop_Weapons_Military | 3.279% |
| EasterIsland | Vermillin_High | 2.778% |
| Core | Special_Low_Peaks | 2.083% |
| Core | Peaks_Special_Low_Peaks | 2.083% |
| RioDeJaneiro | Carepackage_Brazil | 2.083% |
| RioDeJaneiro | Brazil_Carepackage_Brazil | 2.083% |
| Core | Special_High_Peaks | 1.875% |
| Core | Peaks_Special_High_Peaks | 1.875% |
| Core | Russia_Special_Low | 1.389% |
| Core | Special_Low | 1.389% |
| Core | Russia_Special_High | 1.250% |
| Core | Special_High | 1.250% |
| France | Special_Low_France | 1.074% |
How spawn tables work
Each spawn table entry is an independent weighted roll. The engine iterates the entries in a container's assigned table and checks each entry's probability with a random number. The chance is per-roll, not per-container.
The 50% entry
Special_Low_Peaks_Guns (Core, 50.000%) is the single highest per-item probability documented in this reference series. On any roll of the Core map's special-tier low-level weapons table (Peaks region), the Fusilaut has a 50% chance of being selected. The Fusilaut owns half the probability mass of the special-tier low-level weapons pool on the Core map. Every other weapon in that pool shares the remaining 50%. This extraordinarily high weight means the Fusilaut is the most commonly encountered Epic-rarity weapon on any Core-map server.
High-weight pattern
Five entries exceed 25%: Core Peaks (50%), Core general (33.333%), Easter Island Mega (33.333%), France special low (26.316%), and Easter Island High (25%). The consistent pattern across four different map-specific weapons tables suggests the Fusilaut is deliberately weighted as the most common Epic-rarity drop from special-tier weapon crates. The descending weights (50%, 33.333%, 33.333%, 26.316%, 25%) indicate map-by-map calibration, with Core Peaks receiving the highest weighting.
Mid-weight entries
The Vermillin general tables show dilution relative to their weapons-filtered counterparts: Vermillin_Mega at 6.349% (vs. 33.333% on the filtered table, a factor of 5.25) and Vermillin_High at 2.778% (vs. 25.000%, a factor of 9.0). The larger dilution factor for the High tier suggests the High-tier general table has a wider item pool than the Mega-tier general table.
Core ground-spawn cluster
The Core map has eight ground-spawn entries: Special_Low_Peaks and alias (both 2.083%), Special_High_Peaks and alias (both 1.875%), Russia_Special_Low and Special_Low (both 1.389%), and Russia_Special_High and Special_High (both 1.250%). Each pair is a region-specific table and its alias.
The low-tier entries (1.389%) give a marginally higher chance than the high-tier entries (1.250%). This inversion -- where a high-tier table has a lower per-item probability for an Epic weapon -- suggests the special low-tier general tables have a narrower overall pool than the special high-tier tables, or that the Fusilaut's weight is set higher on low-tier tables at both the filtered and general levels.
Airdrop and carepackage entries
Belgium carepackage (3.899%), Ireland airdrop weapons (3.279%), and Rio de Janeiro carepackage pair (2.083% each) provide secondary acquisition. The Ireland entry is specifically Cliffs_Airdrop_Weapons_Military, filtered to Military-class weapons. This suggests the Fusilaut is classified under the Military ammunition family for airdrop filtering rather than Ranger-specific tables, which are not represented in the 20 shown entries.
Distribution summary
The Fusilaut has the broadest spawn footprint of any weapon in this series: 20 documented tables (23 total) across 6 map regions. The weapon appears exclusively on special-tier tables (Special_Low and Special_High), not military-tier tables. This places the Fusilaut in the special-level loot economy -- a different tier from weapons like the Empire, which appears on military-level tables. The Core map's eight entries, combined with the 50% flagship table, make the Core map the primary acquisition region.
Three tables are not shown in the extracted asset data. These may include additional map-specific aliases, seasonal event tables, or region-specific variants. Modders should verify the complete table list against current game files when integrating the Fusilaut into custom loot configurations.
Canned Beans
The Fusilaut's spawn tables are all special-tier, mega-tier, high-tier, airdrop, and carepackage categories across six maps. None overlap with the domestic-container tables where canned beans appear. The Canned Beans, documented at The Canned Beans Lore, are a Common-rarity food item found exclusively in civilian domestic containers (kitchens, gas stations, farmhouses, convenience stores).
The Fusilaut is an Epic assault rifle on special-tier combat loot tables. The two items exist in fully separate branches of the engine's loot architecture. Special-tier zones on the Core map, Vermillin zones on Easter Island, special-tier zones on France, and carepackage systems on all maps produce weapons, armour, ammunition, and military-grade supplies -- not food. Domestic zones produce food, water, civilian clothing, and survival items -- not assault rifles. The map author assigns container types to table categories, and no container type is assigned to both a special-tier weapon table and a domestic food table.
Practical use for server owners and modders
For server owners
The Fusilaut's 50% entry on Special_Low_Peaks_Guns (Core) means the weapon circulates at an extremely high rate on Core-map servers. Half of all special-tier low-level weapon container rolls produce a Fusilaut. Server operators who find the weapon overrepresented can reduce this weight. Because the table is filtered to weapons only, reducing the Fusilaut's weight redistributes probability to the other weapons in the special-tier low-level gun pool without affecting non-weapon item spawns.
For servers running Easter Island, the Fusilaut is gated behind the Vermillin area. If the Vermillin area is disabled or inaccessible, the Fusilaut cannot be obtained through normal Easter Island play. Server operators must add it to an alternative table or distribute it through kits.
The weapon's special-tier classification (rather than military-tier) means it appears in special loot zones, not military zones. Server operators who modify military zone spawns will not affect the Fusilaut. Operators who modify special zone spawns should check both the filtered weapons tables and the general tables, as the Fusilaut appears on both at different weight levels.
For modders
The dual-caliber system is the Fusilaut's most important structural feature. A modder creating a multi-caliber weapon omits the Caliber field from the ballistics table and uses the Magazine_Calibers array instead. Each entry in the array is a caliber ID. The engine permits any magazine whose Caliber_Reference matches an array entry. A modder creating a triple-caliber weapon (e.g., accepting Ranger, Military, and Civilian ammunition) adds all three caliber IDs to the array.
The Magazine field (123) specifies only the spawn-default magazine. The weapon always spawns with a Military magazine pre-loaded. A modder who wants the weapon to spawn with a Ranger magazine instead changes Magazine from 123 to the Ranger magazine's item ID. The magazine IDs for Ranger ammunition are not provided in the extracted asset data and must be looked up in the game files.
The horizontal recoil asymmetry (-0.75 to -1.75, always left) can be changed to a symmetric pattern by setting Recoil_Max_X to 0.75 (or any positive value), creating a balanced range. The vertical recoil values (2.75 to 3.75) follow the standard upward-kick convention with a 1-unit spread. A modder who wants tighter recoil halves all values (e.g., 1.375 to 1.875) while preserving the spread ratio.
The Auto flag is absent. Adding it enables fully automatic fire. The fire-mode selector then cycles through Safety, Semi, and Auto. The Auto flag does not change Firerate, damage, or any other ballistics field -- it only changes the trigger behaviour from single-click to continuous-fire on hold.
The three unshown spawn tables should be verified against current game files before a modder integrates the Fusilaut into a custom map's loot configuration. The item ID 1375 is the spawn-table reference. The 50% Core Peaks entry is the ceiling reference for calibration; the 1.074% France general entry is a floor reference for a general-table placement.
GUID
The GUID (2d4777e326f64ecb9d0128ac9d8d0cd3) must not be reused. Derivative weapons require newly generated GUIDs. Copying the Fusilaut's GUID causes a silent load conflict.
