Skip to content

Luger Weapon Reference

The Luger (asset name Luger) 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 nameLuger
Item ID1476
GUID90b25d37520b4330a452e36e82a41023

The asset name (Luger) 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. Note that the asset name and the in-game display name are identical on this weapon, which is common for weapons that entered the game in earlier content updates.

The item ID (1476) is the numeric identifier in the global item registry. Item IDs in the 1400s range belong to content that was added in post-launch updates to Unturned. This places the Luger among weapons introduced after the initial vanilla set. When writing a /give command, you can use either the item ID or the asset name. Custom items should be registered above the vanilla range to avoid collisions.

The GUID (90b25d37520b4330a452e36e82a41023) 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. Two items sharing a GUID are treated by the game as the same item, and save-file corruption is the typical result.

The rarity is Uncommon and the slot is Secondary. Rarity controls the color of the item name in the inventory interface and influences weight multipliers applied by certain spawn table configurations. Slot determines which equipment hotbar position the weapon occupies -- Secondary is the sidearm slot.

The in-game description reads: German pistol chambered in Luger ammunition.

What the .dat file looks like

When a modder extracts the Luger asset bundle and opens the .dat file, the file follows the same key-value serialization format as all Unturned gun assets:

Type Gun
ID Luger
GUID 90b25d37520b4330a452e36e82a41023
Rarity Uncommon
Slot Secondary
Range 90
Firerate 2
Action Trigger
Caliber 43
Muzzle 3
Magazine 1487
Ammo_Min 3
Ammo_Max 9

This is a conceptual representation, not the literal file content. The actual file includes Unity integration lines for models, animations, audio, and localization that are outside the scope of this gameplay-data reference.

The damage block follows with Player_Damage 27 through Animal_Skull_Multiplier 1.1, then the handling block, then the flag list. The Luger's flag list is shorter than the 1911's because it lacks Hook_Tactical. The attachment-data arrays appear after the flags, followed by the Blueprints and InputItems crafting arrays.

A modder editing the file changes values directly in the text. To add a tactical attachment slot, the modder inserts Hook_Tactical into the flag list and appends a tactical attachment data array below. The file must maintain valid syntax -- the array and dictionary delimiters ([, ], {, }) that appear in the flag list are structural tokens, and removing them breaks the file's parseability.

How the asset file is organized

The Luger 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 Luger, then a block of key-value pairs corresponding to the tables on this page.

The three-layer identifier system for the Luger:

  • Asset name (Luger). Used internally by the asset loader. The asset name matches the display name exactly, which is common for weapons added in mid-lifecycle content updates.
  • Item ID (1476). A numeric alias in the item registry. Item IDs in the 1400 range were assigned during post-launch content waves. The /give command accepts this number.
  • GUID (90b25d37520b4330a452e36e82a41023). The canonical identifier stored in save files. This GUID is the persistent identity of the Luger across all game systems. When the game writes a player's inventory to disk, it stores this GUID, not the item ID or asset name.

To access the raw .dat file, a modder unpacks the Unity asset bundles using UABE or an equivalent extraction tool. The extracted file is plain text and editable in any text editor. For workshop deployment, the modified file is repacked into a new bundle.

Field dependency chain

The Luger's ballistics fields form a dependency chain across four asset types: the Gun asset, the Caliber asset, the Magazine asset, and the Muzzle asset.

The Gun asset (Luger) references Caliber 43, Magazine 1487, and Muzzle 3. Each is a numeric asset ID that links to a separate .dat file.

The Caliber asset (ID 43) defines the ammunition type. It bridges the gun to ammo boxes: any ammo box with Caliber 43 is compatible with the Luger. The Caliber asset is a small connector file -- it exists to establish the ammunition family.

The Magazine asset (ID 1487) is an item with its own capacity, item ID, and Caliber reference. The magazine's Caliber must match the gun's Caliber (43). If a modder changes the Luger's Caliber to a different value, the Magazine field must also change to reference a magazine compatible with the new Caliber, or the existing Magazine asset's Caliber must be updated.

The Muzzle asset (ID 3) defines barrel effects: muzzle flash, firing sound, bullet trail, and casing ejection. The Luger shares Muzzle 3 with the 1911 and Peacemaker. This Muzzle asset is independent of the Caliber/Magazine chain -- changing it does not affect ammunition compatibility.

When building a custom weapon from scratch, the dependency order is: Caliber asset first, then ammo boxes, then Magazine, then Muzzle, then Gun.

Ballistics

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

FieldValue
Range90
Firerate2
ActionTrigger
Caliber43
Muzzle3
Magazine1487
Ammo_Min3
Ammo_Max9

Range (90). The maximum effective distance in meters. Beyond this distance, the bullet is removed from the world. The Luger has a shorter range than the 1911 (which has a Range of 100). A modder editing this value changes the distance at which the bullet can land hits without changing damage.

Firerate (2). The internal tick count the game waits between shots. Lower values produce faster firing. A Firerate of 2 is shorter than the 1911's Firerate of 4, meaning the Luger fires with less delay between shots. When modifying Firerate, smaller numbers mean faster.

Action (Trigger). Controls the firing mechanism. Trigger means the weapon fires one round per input press -- standard semi-automatic behavior. Holding the fire key fires one shot; releasing and pressing again fires the next.

Caliber (43). The Caliber asset ID. This links the gun to a specific ammunition type. The Caliber asset defines which ammo box items are compatible with the gun. The Luger uses Caliber 43, which is distinct from the 1911's Caliber 3. A modder creating a custom weapon that shares ammo with the Luger sets the Caliber field to 43.

Muzzle (3). 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. The Luger shares Muzzle 3 with the 1911 and Peacemaker, which means these three weapons use the same default barrel effects system.

Magazine (1487). The Magazine asset ID. The Magazine asset defines the item the gun pulls ammunition from during reload. It carries its own capacity, item ID, and spawn behavior. To find the Luger magazine in the data files, search for the asset whose ID field equals 1487.

Ammo_Min (3) and Ammo_Max (9). The bounds for how many rounds are loaded in the gun when it spawns. The game rolls a random integer between these values inclusive. A spawned Luger will have between 3 and 9 rounds. The upper bound of 9 is higher than the 1911's Ammo_Max of 7, which gives the Luger a wider possible spawn-state ammo range.

Player damage

FieldValue
Player_Damage27
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (27). The base damage dealt to a player's torso. At 27, the Luger has a higher base player damage than the 1911 (24). This difference is a deliberate balance distinction between the two pistols. A modder edits this field to set the overall damage output against players.

Player_Leg_Multiplier (0.6) and Player_Arm_Multiplier (0.6). Limb hits deal 60% of base Player_Damage. Both arm and leg multipliers are the standard 0.6 value used across multiple Unturned pistols.

Player_Spine_Multiplier (0.8). Spine hits deal 80% of base Player_Damage. This is the middle tier between limb and skull multipliers.

Player_Skull_Multiplier (1.1). Skull hits deal 110% of base Player_Damage. This multiplier is the same ratio found on the 1911 and most Unturned firearms.

Hit zoneMultiplierDamage (base 27)
Skull1.129.7
Spine0.821.6
Arm0.616.2
Leg0.616.2

Each row is the product of the base (27) and the multiplier. A modder verifying asset changes can compute these values from the raw multiplier table and compare them against the table above to confirm correctness.

When a modder adjusts Player_Damage from 27 to a different value, every row in this table shifts proportionally. Changing an individual multiplier changes only that row. The most common targeted adjustment is raising Player_Skull_Multiplier to increase the reward for headshots without making body shots stronger.

Zombie damage

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. The Luger shares this value with the 1911: both pistols deal 99 base zombie damage. The player damage values differ between the two weapons (27 vs 24), but the zombie damage baseline is identical. This is by design -- the game's zombie damage profile on pistols of this tier follows a standardized convention.

Zombie_Leg_Multiplier (0.3) and Zombie_Arm_Multiplier (0.3). Zombie limb hits deal 30% of base Zombie_Damage. This is the standard zombie limb multiplier used across Unturned firearms.

Zombie_Spine_Multiplier (0.6). Zombie spine hits deal 60% of base Zombie_Damage, double the limb multiplier. This encourages center-mass targeting on zombies.

Zombie_Skull_Multiplier (1.1). Zombie skull hits deal 110% of base Zombie_Damage, the only multiplier above 1.0 in the zombie table.

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

The zombie hit zone damage values are identical to the 1911's zombie values because both weapons share the same base Zombie_Damage of 99 and the same multipliers. A modder balancing zombie combat can raise or lower Zombie_Damage independently of Player_Damage to make the weapon perform differently against the two target types.

Animal damage

FieldValue
Animal_Damage27
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (27). The base damage dealt to an animal's torso. This matches the Player_Damage value of 27. On the Luger, animals and players share the same base damage. This is a common pairing on handguns: the animal and player baselines are equal.

Animal_Leg_Multiplier (0.6). Animal leg hits deal 60% of base Animal_Damage.

Animal_Spine_Multiplier (0.8). Animal spine hits deal 80% of base Animal_Damage.

Animal_Skull_Multiplier (1.1). Animal skull hits deal 110% of base Animal_Damage.

The animal damage table has no Animal_Arm_Multiplier field because animal entities in Unturned do not use a distinct arm hit zone. The three animal hit zones are leg, spine, and skull.

Hit zoneMultiplierDamage (base 27)
Skull1.129.7
Spine0.821.6
Leg0.616.2

Because Animal_Damage (27) matches Player_Damage (27) and the multipliers match, the animal and player computed damage tables are identical on the Luger. This is a characteristic of this specific weapon and not a universal property -- the Schofield, for example, has Animal_Damage of 99 while Player_Damage is 80.

Understanding hit zone detection

When a bullet strikes a target, the game determines the hit zone by mapping the impacted bone on the target's skeleton to a multiplier category. The bone names vary by target type:

  • Skull maps to head-region bones (typically Head or Skull).
  • Spine maps to upper-torso bones (typically Spine, Spine1, Spine2).
  • Arm maps to arm bones (left and right, from shoulder to hand).
  • Leg maps to leg bones (left and right, from hip to foot).
  • Any unclassified bone defaults to a multiplier of 1.0 (torso).

The animal skeleton lacks arm bones, which is why the animal damage table has no Animal_Arm_Multiplier. The zombie skeleton has all four zones but uses lower limb multipliers (0.3) than players (0.6), reflecting the design convention that zombies take reduced peripheral damage.

On the Luger, the Skull multiplier (1.1) is the only value above 1.0 across all three target types. The damage hierarchy is consistent: Skull > Spine > Arms/Legs. A modder can invert this hierarchy by setting, for example, Player_Leg_Multiplier to 1.5 and Player_Skull_Multiplier to 0.5 -- there is no engine restriction on which zone receives the highest multiplier.

Handling

FieldValue
Recoil_Min_X-0.4
Recoil_Min_Y12
Recoil_Max_X0.4
Recoil_Max_Y15
Spread_Aim0.04
Shake_Min_X-0.01
Shake_Max_X0.01

Recoil_Min_X (-0.4) and Recoil_Max_X (0.4). The horizontal recoil range. Unlike the 1911 (where both bounds were negative, pulling consistently left), the Luger has symmetric horizontal recoil: the range spans from -0.4 (left) to 0.4 (right). On each shot, the crosshair can drift in either direction with equal probability. The total horizontal spread per shot is 0.8 units, compared to the 1911's narrow 0.1-unit left-only range.

Recoil_Min_Y (12) and Recoil_Max_Y (15). The vertical recoil range. The crosshair climbs upward by a random amount between 12 and 15 units per shot. This is a larger vertical kick than the 1911's 10-to-13 range. A modder reducing these values makes the weapon easier to control during rapid fire.

Spread_Aim (0.04). The aiming accuracy cone radius in degrees. At 0.04 degrees, the Luger is slightly more accurate when aiming than the 1911 (0.05). Lower values mean a tighter shot grouping. A modder adjusting this changes how precisely the weapon places shots at range when the player is aiming down sights.

Shake_Min_X (-0.01) and Shake_Max_X (0.01). The horizontal camera shake range. These values are identical to the 1911's shake values. The visual recoil is subtle and symmetric.

The Luger's handling profile -- symmetric horizontal recoil, higher vertical climb, tighter aim spread -- distinguishes it from the 1911's consistent-left drift. Modders tuning handling should consider the interplay: a weapon with high vertical recoil and tight aim spread rewards controlled pacing; a weapon with unpredictable horizontal recoil punishes rapid fire more than slow aimed shots.

How recoil and shake interact

Recoil and shake are independent systems that run simultaneously on every shot.

Recoil moves the crosshair. The game generates a random X and Y offset within the Min/Max ranges and adds it to the current aim position. Recoil is cumulative -- each shot adds to the previous offset until the player manually counter-steers. The Luger's symmetric horizontal recoil (-0.4 to 0.4) means the crosshair can drift in either direction, producing an unpredictable side-to-side wobble under sustained fire.

Shake moves the camera. It is cosmetic -- the camera jolts but the actual aim point is not changed by shake. The Luger's shake values (-0.01 to 0.01) are identical to the 1911's, meaning the visual kick is subtle and symmetric.

Spread_Aim adds a random angular offset to each bullet within the defined cone. The spread is centered on the current crosshair position (which has already been moved by recoil). The Luger's Spread_Aim of 0.04 is tighter than the 1911's 0.05, meaning individual shots are more precise, but the wider horizontal recoil means the crosshair itself moves more between shots. The net accuracy result depends on whether the player fires rapidly (recoil-dominated) or paces shots (spread-dominated).

A modder tuning the Luger's handling adjusts these three systems together. Reducing Spread_Aim makes aimed shots more precise. Reducing Recoil_Min_Y and Recoil_Max_Y makes the vertical climb more controllable. Widening the horizontal recoil range increases the side-to-side unpredictability. The shake values are typically the last to be tuned because they do not affect mechanical accuracy.

Flags

The Luger asset carries these flags:

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

"7b82c125a5a54984b8bb26576b59e977". A GUID-based flag shared across multiple firearms. This GUID appears on the 1911, Luger, Peacemaker, and Schofield, indicating it is a common firearm base-behavior component referenced by the master bundle. A modder creating a custom variant keeps this flag unless replacing the base behavior entirely.

Blueprints. The weapon supports crafting blueprints. Crafting recipes for the Luger are defined in the asset's Blueprints array. Removing this flag disables all crafting recipes attached to the weapon.

Hook_Barrel. The weapon has a barrel attachment slot. Muzzle attachments are compatible. The slot is enabled; which specific attachments fit is controlled by the attachment items' own data.

InputItems. The weapon accepts input items for crafting or repair. The InputItems array in the asset file defines what items can be consumed.

RequiresNearbyCraftingTags. Crafting requires proximity to a station with matching tags (such as a gunsmithing bench). Without this flag, crafting can be performed anywhere.

Safety. The weapon has a toggleable safety. When the safety is engaged, the fire input is suppressed.

Semi. The weapon supports semi-automatic fire. Combined with Action: Trigger, this means one round per trigger pull.

[, ], {, }. Array and dictionary delimiter tokens from the asset serialization format. These are structural markers in the .dat file and do not represent functional flags. A modder reading the flag list can disregard them.

Notable absences

The Luger does not carry Hook_Tactical, Hook_Sight, Hook_Grip, Auto, or OutputItems. Compared to the 1911, the Luger is missing the tactical attachment slot (Hook_Tactical) that the 1911 has. This means the Luger cannot mount flashlights or laser sights without a modder adding the flag. The absence of Hook_Sight means no optic attachments. The absence of Auto means no fully automatic fire mode.

A modder adding Hook_Tactical must also populate the attachment-data arrays with valid tactical attachment entries, or the slot will appear but remain empty.

Choosing the Luger as a base asset for a custom weapon

When a modder is building a custom weapon, they do not start from a blank file -- they clone an existing vanilla weapon and modify its fields. The choice of which vanilla weapon to clone determines the starting values for every field on this page. The Luger is a strong candidate as a base asset for several specific use cases:

Fast-firing pistols. With a Firerate of 2 (the fastest in this reference set), the Luger is the natural starting point for a modder who wants a quick-firing sidearm. The modder keeps the Firerate at 2 or lowers it further, adjusts Player_Damage and Zombie_Damage to the desired values, and changes Caliber and Magazine to match the intended ammunition type.

Peaks-themed weapons. The Luger's spawn distribution is heavily concentrated on Peaks-related tables (33.333% in Guns_Peaks_Guns, 25.000% in Civilian_Peaks_Guns). A modder creating a weapon intended to appear frequently on Peaks maps can clone the Luger's spawn table entries, replacing the Luger's item ID or GUID with the custom weapon's ID.

Weapons without tactical attachments. The Luger is the only weapon in this reference series that lacks Hook_Tactical. A modder building a vintage or simplified weapon that should not accept tactical attachments starts with the Luger to avoid needing to remove the flag and its associated data arrays.

High player damage, standard zombie damage. The Luger has Player_Damage of 27 (highest among Secondary weapons in this set) and Zombie_Damage of 99 (standard, shared with the 1911 and Schofield). A modder who wants a weapon that hits players hard but deals standard zombie damage can start with the Luger's damage profile and adjust from there.

What not to use the Luger for. The Luger is a poor base asset for a weapon that needs a sight slot (Hook_Sight is absent), a grip slot (Hook_Grip is absent), automatic fire (Auto is absent), or long range (Range 90 is the shortest in the set). For those requirements, the Peacemaker or Schofield are better starting points.

When cloning the Luger, the modder must:

  1. Generate a new GUID.
  2. Change the asset name and item ID (if using a new ID for /give).
  3. Adjust damage, handling, and ballistics to the custom weapon's intended profile.
  4. Add or remove flags based on attachment slot requirements.
  5. Update Caliber and Magazine to the custom ammunition type.
  6. Add spawn table entries for the new GUID.

The unmodified fields from the Luger become the custom weapon's defaults. Any field the modder does not explicitly change will carry the Luger's vanilla value. A modder should review every field after cloning to ensure no unintended Luger values remain in the custom asset.

How the game processes a Luger shot at runtime

When a player fires the Luger, the game executes a fixed sequence of operations. Understanding this sequence helps a modder predict how changes to each field affect the result.

  1. Fire check. The game verifies the Safety flag is off and the Semi flag permits firing. Since the Luger does not have Auto, holding the trigger after the first shot does not fire again -- the trigger must be released and pulled again.
  2. Ammo check. The game checks the loaded rounds in the Magazine asset (1487). If the count is above zero, one round is consumed. If the count is zero, the game plays a dry-fire sound and the sequence stops.
  3. Firerate timer. The game starts a count of the Firerate value (2). No further shot can be initiated until the count reaches zero. The lower the Firerate, the shorter the wait.
  4. Bullet spawn. A bullet object is spawned at the Muzzle attachment point on the gun model. The Muzzle asset (3) provides the visual and audio effects: muzzle flash particle, firing sound, and bullet trail.
  5. Raycast or projectile. The game performs a raycast or launches a projectile along the barrel direction plus the Spread_Aim angular offset (0.04 degrees). The bullet travels up to Range (90) meters before being removed.
  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 (Skull, Spine, Arm, Leg, or default torso). It selects the multiplier for that zone from the appropriate damage table (Player, Zombie, or Animal depending on the target type).
  7. Damage application. The base damage (Player_Damage 27 for players, Zombie_Damage 99 for zombies, Animal_Damage 27 for animals) is multiplied by the zone multiplier. The resulting value is subtracted from the target's health.
  8. Recoil and shake. The game generates random recoil offsets between Recoil_Min and Recoil_Max for X and Y and applies them to the crosshair position. Simultaneously, it generates random shake offsets between Shake_Min_X and Shake_Max_X and applies them to the camera.

Steps 1 through 7 are deterministic given the same input conditions. Step 8 introduces randomness within the defined ranges. A modder can eliminate randomness by setting Min and Max to the same value (e.g., Recoil_Min_X = 0.4 and Recoil_Max_X = 0.4), which makes the recoil a fixed value instead of a random range.

Rarity mechanics

The Luger has a rarity of Uncommon. The rarity label controls the item name color in the inventory (green for Uncommon in the default color scheme) and serves as metadata that plugins can use for rarity-gated loot rules.

Rarity does not directly affect spawn frequency in the vanilla game. The Luger appears at 33.333% in Guns_Peaks_Guns and at 0.802% in Oktoberfest -- a 40x difference between tables despite the same rarity label. The spawn chance is determined by the weight in each individual table, not by the rarity tier.

A modder changing the Luger's rarity from Uncommon to Rare would change the item name color from green to blue and make the weapon eligible for any rarity-filtered loot modifiers on servers running rarity-aware plugins. The vanilla spawn table weights would not change.

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 table below lists every spawn table (from the first 20 of 27 total tables) that can produce the Luger, the map, and the chance per roll.

MapSpawn tableChance per roll
CoreGuns_Peaks_Guns33.333%
CoreCivilian_Peaks_Guns25.000%
FranceMilita_France_Guns24.590%
IrelandCliffs_Old_Cliffs11.765%
CoreGuns_Peaks5.704%
CorePeaks_Guns_Peaks5.704%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumBelgium_Carepackage2.339%
FranceMilita_France1.954%
FranceFrance_Milita_France1.954%
FranceMilita_Special_France1.504%
FranceFrance_Milita_Special_France1.504%
FranceMilita_Super_France1.188%
FranceFrance_Milita_Super_France1.188%
CoreCivilian_Peaks0.836%
CorePeaks_Civilian_Peaks0.836%
CorePeaks_Airport_Peaks0.802%
CoreAirport_Peaks0.802%
CoreOktoberfest0.802%

Showing 20 of 27 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 that a single roll on that table produces the Luger. The percentage is exact from the asset data: 33.333% reflects a weight of 1 out of 3 equally weighted entries in the table.

The Map column identifies where the spawn table is deployed. Core tables are available on all official maps by default. Map-specific tables (France, Ireland, RioDeJaneiro, Belgium) activate only on the named map.

Spawn table naming conventions

The Luger's spawn tables reveal several naming patterns:

_Guns suffix. Tables ending in _Guns are weapon-specific sub-tables. Guns_Peaks_Guns and Civilian_Peaks_Guns are the gun sub-tables within their respective context pools. These typically have the highest chances because they only contain weapons.

Master table pairs. Many tables appear in pairs: Guns_Peaks and Peaks_Guns_Peaks are two distinct tables. The [Prefix]_[Map] form is typically a master table; the [Map]_[Prefix]_[Map] form is a map-rooted sub-table. Both can independently produce the Luger, and both contribute to its overall availability on a map.

French militia tables. The France map has a tiered militia table structure: Milita_France_Guns (the weapons sub-table, 24.590%), Milita_France (the general militia table, 1.954%), Milita_Special_France (1.504%), and Milita_Super_France (1.188%). Each tier has a corresponding France_ prefixed variant. A modder adjusting Luger spawns on France must account for all of these tiers.

Carepackage tables. Carepackage_Brazil and Belgium_Carepackage are airdrop and care-package tables. These have relatively low chances (4.167% and 2.339%) but the tables are rolled less frequently than standard loot tables, making the Luger an occasional bonus find rather than a regular spawn.

Event tables. The Oktoberfest table at 0.802% is a seasonal or event table limited to Core maps during the Oktoberfest event period. This table is only active when the event is enabled.

Modder usage

To see the full Luger spawn footprint, a modder expands the list beyond the 20 tables shown here to all 27 tables. Each table is an asset file in the map's bundle directory. Editing the Luger's weight within a table changes its frequency on that map. Adding the Luger to a table where it does not currently appear requires inserting a new weighted entry with the Luger's asset ID or GUID.

To suppress the Luger from spawning entirely on a specific map, the modder removes its entry from every spawn table active on that map. On a Core map, this means editing Core tables only. On France, both Core and France tables must be checked because France maps inherit Core tables in addition to their own map-specific tables.

Understanding percentage precision in spawn tables

The percentages in the spawn table are exact values computed from the asset-defined weights. Some are clean fractions: 33.333% = 1/3 (weight 1 of 3), 25.000% = 1/4, 4.167% = 1/24, 0.802% reflects a weight that divides into the total to produce that specific decimal. Other percentages like 24.590% and 11.765% reflect less regular weight ratios.

When a modder edits spawn table weights, they set the weight value, not the percentage. The game computes the percentage at runtime as (item weight / total weight of all entries). Changing one weight changes every item's effective percentage because the denominator changes.

Workshop publishing workflow

To publish a modified Luger to a server:

  1. Repack the edited .dat file into a Unity asset bundle. Include any custom visual or audio assets if modified.
  2. Assign a new GUID if creating a variant; keep the original GUID (90b25d37520b4330a452e36e82a41023) if replacing the vanilla Luger.
  3. Register the bundle in the server's workshop configuration or Bundles directory.
  4. Update spawn tables for new variants by adding entries to the desired tables with the new GUID and appropriate weights.
  5. Restart the server and verify with /give 1476 or /give Luger.

Server-side-only mods that change only .dat values (damage, handling, flags, spawn weights) are compatible with vanilla clients. Mods changing visual or audio assets require client workshop subscription.

The event table Oktoberfest is only active during its event window. A server owner cannot make the Luger spawn from this table outside the event period by editing the table alone; the table's activation is controlled by the event system, not the asset data.

The Luger belongs to a set of four weapons covered by this reference series. The table below compares key values so a modder can evaluate which weapon to use as a base asset 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
Tactical slotYesNoYesYes
Grip slotNoNoNoYes

The Luger has the shortest Range (90) and the fastest Firerate (2, where lower means faster) among the four weapons. Its Player_Damage of 27 is the highest of the Secondary-slot weapons (above the 1911's 24 and the Peacemaker's 20). Its Spread_Aim of 0.04 is the second-tightest, behind only the Schofield's 0.01. The Luger is the only weapon in the set that lacks a tactical attachment slot (Hook_Tactical is absent).

The Luger's spawn distribution is concentrated on Peaks-related Core tables and French militia tables, with 27 total tables -- fewer than the 1911's 47 and the Schofield's 33, but more tightly clustered geographically. A modder wanting a weapon that appears frequently on Peaks maps but rarely elsewhere would use the Luger's spawn table footprint as a template.

Canned Beans

No Canned Beans data is associated with the Luger in the game files. The Luger asset does not reference beans as a crafting ingredient, ammo substitute, repair material, or loot-adjacent item in any spawn table. This weapon has no interaction with the bean system.

If you arrived here following the Canned Beans thread across the wiki, the connection you are looking for is elsewhere. The Luger is one of many weapons that sit outside the bean economy. See /lore/canned-beans-lore for the items that do participate.

Practical use for server owners and modders

Reading the asset file

The Luger asset lives in the Unturned asset bundle system. Extracting the bundles reveals a .dat file with all the fields documented above. Open the file in any text editor, locate the field to change, edit the value, save, and repack or load through the workshop system.

The file format is key-value pairs: field name, whitespace, value. Arrays use [ and ] delimiters; dictionaries use { and }. The flag list on the Luger includes these delimiter tokens, which are artifacts of the serialization format.

Common modifications

Damage tuning. Edit Player_Damage from 27 to raise or lower the baseline performance against players. The zombie baseline of 99 can be adjusted independently. A server owner wanting the Luger to be more effective against zombies without changing PvP balance edits only Zombie_Damage.

Spawn frequency on Peaks. The Luger has strong presence on Peaks-related tables (Guns_Peaks_Guns at 33.333%, Civilian_Peaks_Guns at 25.000%). A server running a map that uses Peaks loot tables can adjust the Luger's availability by editing these weights.

Adding tactical slot. The Luger lacks Hook_Tactical. To add flashlight or laser compatibility, add Hook_Tactical to the flag list and populate the tactical attachment data array with valid attachment IDs. Adding the flag alone without attachment data creates an empty slot.

Caliber swap. Change Caliber from 43 to another Caliber asset ID. The Magazine field (1487) must also be changed to a magazine compatible with the new caliber. Failing to change both simultaneously produces a weapon that cannot reload.

Server configuration

The Luger can be given to players via the /give command:

/give 1476
/give Luger

It can be added to kit loadouts, vote-shop inventories, and economy plugin item lists by referencing item ID 1476 or GUID 90b25d37520b4330a452e36e82a41023.

Spawn table modifications for the Luger are asset-level changes. To filter the Luger from loot without modifying bundles, use a plugin that intercepts the loot-generation event and excludes item ID 1476.

The event table Oktoberfest is only active during its event window. A server owner cannot make the Luger spawn from this table outside the event period by editing the table alone; the table's activation is controlled by the event system, not the asset data.

How Unturned loads and resolves weapon assets

When a server starts or a player joins, Unturned loads weapon assets in a specific order. Understanding this order helps a modder diagnose why a modified weapon is not appearing or why the wrong version is loading.

  1. Core bundle load. The game loads its built-in asset bundles first. These contain all vanilla weapons, including the Luger with its original values.
  2. Map bundle load. Map-specific bundles load next, adding spawn tables and map-specific overrides.
  3. Workshop bundle load. Workshop-published bundles load last. If a workshop bundle contains an asset with the same GUID as the vanilla Luger (90b25d37520b4330a452e36e82a41023), the workshop version overrides the vanilla version. This is how replacement mods work.
  4. Asset registration. Each loaded asset is registered in the global item registry under its item ID and GUID. If two assets share the same GUID, the last-loaded asset (typically the workshop version) wins.
  5. Spawn table resolution. Spawn tables are resolved after all items are registered. If a spawn table references an item ID that does not exist, that entry is silently skipped. If it references a GUID, the game resolves it to the item registered under that GUID.

A common pitfall: if a modder creates a workshop weapon with a new GUID but does not add it to any spawn tables, the weapon exists in the game's item registry (it can be spawned via /give) but never appears in loot. The weapon must be explicitly added to spawn tables, either by editing existing tables or by creating new ones.

Another pitfall: if a modder creates a replacement mod (same GUID as vanilla) but the workshop bundle fails to load (corrupted file, incorrect bundle format, Steam Workshop sync issue), the vanilla Luger loads instead. The server gives no error -- it silently falls back to the vanilla asset. A modder verifying a replacement mod should use /give Luger and check the damage values against the modified asset to confirm the workshop version loaded.

For server-side-only mods (.dat changes only, no model/texture/audio changes), the workflow is simpler: the modded .dat file is placed in the server's Bundles directory, and the server loads it after core bundles but before workshop bundles. No client download is needed because the changes are gameplay-data only.

Common troubleshooting

The weapon cannot reload after changing Caliber. Changing Caliber from 43 without updating Magazine 1487 breaks the Caliber/Magazine dependency. The magazine must reference the same Caliber as the gun. Update the Magazine asset's Caliber field or point the gun's Magazine field to a different magazine asset. Additionally, any ammo boxes the player uses must have their Caliber set to match the gun's new Caliber value. If only the gun and magazine are updated but the ammo boxes still reference the old Caliber, the player cannot find compatible ammunition in loot.

Attachment slots appear empty after adding a hook flag. Adding Hook_Tactical to the Luger (which lacks it by default) creates the slot but does not populate it. The attachment-data array for tactical attachments must be added to the asset file with valid attachment item IDs.

Spawn edits on a single table do not produce the expected change. The Luger appears in 27 tables. Editing only Guns_Peaks_Guns while ignoring Civilian_Peaks_Guns, Guns_Peaks, and Peaks_Guns_Peaks leaves most of the weapon's spawn footprint unchanged. A comprehensive spawn adjustment touches all tables active on the target map.

The Oktoberfest table does not produce the Luger outside the event window. The Oktoberfest table at 0.802% is event-gated. The table's activation is controlled by the game's event calendar, not by the table's asset data. A server owner cannot force this table to roll by editing the asset.

Verification

After modifying the asset, load the item in a local test environment. Use /give 1476 to spawn the weapon. Check the damage values against the hit zone tables above. Confirm that attachment slots appear or disappear based on flag changes. Run multiple loot-generation passes on the target map and count Luger occurrences to verify that spawn table edits are producing the expected frequency.

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