Peacemaker Weapon Reference
The Peacemaker (asset name Peacemaker) is a Rare 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.
| Property | Value |
|---|---|
| Asset name | Peacemaker |
| Item ID | 1024 |
| GUID | 4fe22b46f01d4e39a4649e3b187f35e6 |
The asset name (Peacemaker) 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 (1024) is the numeric identifier in the global item registry. Item IDs near 1000 belong to mid-lifecycle content -- weapons and items introduced in updates after the initial launch roster but before the ID range was extended for later expansions.
The GUID (4fe22b46f01d4e39a4649e3b187f35e6) 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.
The rarity is Rare and the slot is Secondary. This makes the Peacemaker the highest-rarity weapon in the set covered by this reference series (the 1911 and Luger are both Uncommon). Rarity affects the color of the item name in the inventory and the weight adjustments applied by rarity-aware spawn table configurations. A Rare weapon will appear with a blue name in the default Unturned color scheme.
The in-game description reads: Belgian carbine chambered in Peacemaker ammunition.
What the .dat file looks like
When a modder extracts the Peacemaker asset bundle and opens the .dat file, the file begins with the standard gun type declaration:
Type Gun
ID Peacemaker
GUID 4fe22b46f01d4e39a4649e3b187f35e6
Rarity Rare
Slot Secondary
Range 100
Firerate 3
Action Trigger
Caliber 24
Muzzle 3
Magazine 1026
Ammo_Min 10
Ammo_Max 50The damage section follows with the player, zombie, and animal damage fields. The Peacemaker has the lowest Player_Damage (20) and Zombie_Damage (75) in this reference series, which is visible in the raw .dat file as lower numeric values than the other three weapons.
The flag list on the Peacemaker is distinctive because it carries both Auto and Semi. In the raw file, these appear as two separate tokens in the flag list, not as a combined value. The presence of both flags is what enables the fire-mode selector in the inventory interface. The Hook_Sight flag also appears in the list, distinguishing the Peacemaker's flag block from the 1911 and Luger.
After the flags, the .dat file contains the attachment-data arrays for barrel, sight, and tactical slots, followed by the Blueprints and InputItems crafting arrays. A modder reading the file encounters more attachment-data lines than the 1911 or Luger because the Peacemaker has three attachment slots (barrel, sight, tactical) versus the 1911's two and the Luger's one.
How the asset file is organized
The Peacemaker is an item asset in the Unturned bundle system. On disk, the weapon is defined by a .dat file beginning with Type Gun and an ID field of Peacemaker.
The three-layer identifier system for the Peacemaker:
- Asset name (
Peacemaker). Internal identifier used by the asset loader and in the.datfile'sIDfield. - Item ID (
1024). Numeric alias in the item registry. Item ID 1024 falls in the mid-lifecycle content range, corresponding to weapons added in post-launch updates. - GUID (
4fe22b46f01d4e39a4649e3b187f35e6). The persistent identifier stored in save files and used for server-client sync. This GUID is the canonical identity of the Peacemaker.
To access the raw .dat file, unpack the Unity asset bundles with UABE or a similar tool. The extracted file is plain text. For workshop deployment, the modified file is repacked into a new asset bundle and uploaded to the Steam Workshop.
Field dependency chain
The Peacemaker's ballistics fields link four asset types: Gun, Caliber, Magazine, and Muzzle.
The Gun asset (Peacemaker) references Caliber 24, Magazine 1026, and Muzzle 3. Each is a numeric asset ID pointing to a separate .dat file.
The Caliber asset (ID 24) is unique to the Peacemaker among the four weapons in this reference series. It bridges the gun to compatible ammo boxes: any ammo box with Caliber 24 is accepted for reloading. A modder creating a custom weapon that shares the Peacemaker's ammunition sets the Caliber field to 24.
The Magazine asset (ID 1026) carries its own capacity value, item ID, and Caliber reference. The magazine's Caliber must match the gun's Caliber (24). The Peacemaker's magazine ID (1026) is adjacent to the weapon's item ID (1024), which is a common convention in vanilla Unturned asset numbering: related items often receive sequential or nearby IDs.
The Muzzle asset (ID 3) is shared with the 1911 and Luger. It defines barrel effects independently of the ammunition system.
The dependency order when building a custom weapon: Caliber 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.
| Field | Value |
|---|---|
| Range | 100 |
| Firerate | 3 |
| Action | Trigger |
| Caliber | 24 |
| Muzzle | 3 |
| Magazine | 1026 |
| Ammo_Min | 10 |
| Ammo_Max | 50 |
Range (100). The maximum effective distance in meters. Beyond this distance, the bullet is removed from the world. The Peacemaker shares this range with the 1911. A modder increasing this value extends the bullet's travel distance; decreasing it creates a shorter-range weapon.
Firerate (3). The internal tick count between shots. Lower values produce faster firing. The Peacemaker's Firerate of 3 sits between the Luger's 2 (faster) and the 1911's 4 (slower). When modifying Firerate, smaller numbers mean shorter delay between shots.
Action (Trigger). The firing mechanism. Trigger means the weapon fires one round per input press in semi-automatic mode. However, the Peacemaker also carries the Auto flag (see Flags section below), which means it can switch to fully automatic fire. The Action: Trigger field alone describes the mechanical cycling type; the fire mode is supplemented by the Auto and Semi flags.
Caliber (24). The Caliber asset ID. This links the gun to a specific ammunition type. Caliber 24 is unique to the Peacemaker among the four weapons in this reference series. To find which ammo boxes are compatible, search for ammo assets whose Caliber field equals 24.
Muzzle (3). The Muzzle asset ID for the default muzzle attachment. The Muzzle asset defines the visual and audio barrel effects. The Peacemaker shares Muzzle 3 with the 1911, Luger, and Schofield. These four weapons all use the same default barrel effects system despite having different calibers and performance profiles.
Magazine (1026). The Magazine asset ID. The Magazine asset defines the item the gun pulls ammunition from during reload. To find the Peacemaker magazine asset, search for the asset whose ID field equals 1026.
Ammo_Min (10) and Ammo_Max (50). The bounds for how many rounds are loaded when the weapon spawns. The game rolls a random integer between these values inclusive. The Peacemaker's ammo range (10 to 50 rounds) is dramatically larger than the pistol-class weapons (the 1911 has 3 to 7, the Luger has 3 to 9). This reflects the Peacemaker's role as a higher-capacity weapon. A spawned Peacemaker will always have at least 10 rounds and can have up to 50. These values control spawn-state ammunition and do not affect magazine capacity, which is defined in the Magazine asset (1026).
Player damage
| Field | Value |
|---|---|
| Player_Damage | 20 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage (20). The base damage dealt to a player's torso. At 20, the Peacemaker has a lower per-shot damage against players than the 1911 (24) and the Luger (27). Its design trades per-shot damage for higher ammunition capacity, select-fire capability, and a different spawn profile. A modder editing this value changes the baseline performance.
Player_Leg_Multiplier (0.6) and Player_Arm_Multiplier (0.6). Limb hits deal 60% of base Player_Damage. These are the standard limb multipliers found across the Unturned secondary weapon class.
Player_Spine_Multiplier (0.8). Spine hits deal 80% of base Player_Damage.
Player_Skull_Multiplier (1.1). Skull hits deal 110% of base Player_Damage. The standard headshot bonus ratio.
| Hit zone | Multiplier | Damage (base 20) |
|---|---|---|
| Skull | 1.1 | 22 |
| Spine | 0.8 | 16 |
| Arm | 0.6 | 12 |
| Leg | 0.6 | 12 |
When a modder changes Player_Damage from 20 to a different value, every row shifts proportionally. Changing individual multipliers changes only the corresponding row. Because the base is an integer (20), the computed values are clean integers: 22, 16, 12, 12. This is a consequence of 20 being divisible by both 0.6 (producing an integer after the *100 scale) and 0.8 and 1.1 producing values to one decimal place that happen to be integers at this base.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 75 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Zombie_Damage (75). The base damage dealt to a zombie's torso. Unlike the 1911 and Luger, which both have Zombie_Damage of 99, the Peacemaker has a lower zombie baseline of 75. This is a deliberate balance distinction: the Peacemaker has a higher ammo pool and select-fire capability but deals less damage per shot to zombies. A modder can adjust Zombie_Damage independently of Player_Damage to tune PvE performance.
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.
Zombie_Spine_Multiplier (0.6). Zombie spine hits deal 60% of base Zombie_Damage.
Zombie_Skull_Multiplier (1.1). Zombie skull hits deal 110% of base Zombie_Damage.
| Hit zone | Multiplier | Damage (base 75) |
|---|---|---|
| Skull | 1.1 | 82.5 |
| Spine | 0.6 | 45 |
| Arm | 0.3 | 22.5 |
| Leg | 0.3 | 22.5 |
The computed zombie damage values are lower across the board than the 1911 and Luger (which both have Zombie_Damage of 99 producing skull hits of 108.9 and limb hits of 29.7). A server owner who wants the Peacemaker to be more effective in PvE edits Zombie_Damage upward.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 20 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Animal_Damage (20). The base damage dealt to an animal's torso. This matches the Player_Damage value of 20. On the Peacemaker, as on the 1911 and Luger, the animal and player base damages 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 table has no Animal_Arm_Multiplier -- animal entities do not have an arm hit zone in Unturned's hit detection. The three animal zones are leg, spine, and skull.
| Hit zone | Multiplier | Damage (base 20) |
|---|---|---|
| Skull | 1.1 | 22 |
| Spine | 0.8 | 16 |
| Leg | 0.6 | 12 |
The animal computed table is identical to the player computed table because the base damage and multipliers match. A modder creating a variant where animals take different damage than players would change Animal_Damage to a different value from Player_Damage.
Understanding hit zone detection
When a bullet strikes a target, the game maps the impacted bone on the target's skeleton to a hit zone category. Each category has an associated multiplier from the damage table.
- Skull: Head-region bones. Multiplier 1.1 on all target types.
- Spine: Upper-torso bones. Multiplier 0.8 on players/animals, 0.6 on zombies.
- Arm: Arm bones from shoulder to hand. Multiplier 0.6 on players, 0.3 on zombies. Absent on animals.
- Leg: Leg bones from hip to foot. Multiplier 0.6 on players/animals, 0.3 on zombies.
The animal skeleton lacks arm bones, so Animal_Arm_Multiplier is not a valid field. A modder adding this field to the Peacemaker's animal damage table will find it ignored by the engine.
The damage hierarchy on the Peacemaker follows the standard Unturned convention: Skull > Spine > Arms/Legs. The multipliers are configurable per zone and per target type, with no engine-imposed ceiling or floor. A modder can set any multiplier to any non-negative value.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -1.5 |
| Recoil_Min_Y | 1.5 |
| Recoil_Max_X | 1.5 |
| Recoil_Max_Y | 3 |
| Spread_Aim | 0.1 |
| Shake_Min_X | -0.001 |
| Shake_Max_X | 0.001 |
Recoil_Min_X (-1.5) and Recoil_Max_X (1.5). The horizontal recoil range. The Peacemaker has a symmetric horizontal recoil span of 3.0 units (from -1.5 to 1.5), much wider than the Luger's 0.8-unit span. On each shot, the crosshair can drift left or right by up to 1.5 units. This is the widest horizontal recoil range among the four weapons in this reference series.
Recoil_Min_Y (1.5) and Recoil_Max_Y (3). The vertical recoil range. The crosshair climbs upward by a random amount between 1.5 and 3 units per shot. This is a notably low vertical recoil range compared to the 1911 (10 to 13) and Luger (12 to 15). The Peacemaker's vertical kick is mild, while its horizontal drift is pronounced. A modder interpreting these numbers sees a weapon whose recoil is primarily horizontal sway rather than vertical climb.
Spread_Aim (0.1). The aiming accuracy cone radius in degrees. At 0.1 degrees, the Peacemaker has twice the spread of the Luger (0.04) and twice the spread of the 1911 (0.05). When aimed, the Peacemaker's shots are less tightly grouped. A modder lowering this value makes the weapon more accurate when aiming down sights.
Shake_Min_X (-0.001) and Shake_Max_X (0.001). The horizontal camera shake range. These values are an order of magnitude smaller than the 1911 and Luger shake values (-0.01 to 0.01). The Peacemaker produces minimal visual shake -- the camera barely moves on fire. This means visual feedback from the shake system is subtle; the recoil system does the primary work of moving the crosshair.
The Peacemaker's handling profile is unlike the other secondary weapons: low vertical recoil, wide horizontal sway, loose aim spread, and nearly imperceptible camera shake. A modder tuning these values should understand that recoil and shake are separate systems and that the Peacemaker relies on recoil for its fire-control feel rather than camera movement.
How recoil and shake interact
Recoil and shake are independent systems that fire simultaneously on every shot.
Recoil moves the crosshair. The game generates a random offset within the Min/Max ranges for X and Y and adds it to the aim point. Recoil accumulates shot to shot. The Peacemaker's low vertical recoil (1.5 to 3) and wide horizontal recoil (-1.5 to 1.5) produce a handling pattern where the crosshair sways left and right more than it climbs. This is the opposite of the 1911 and Luger, where vertical climb dominates.
Shake moves the camera cosmetically. The Peacemaker's shake values (-0.001 to 0.001) are an order of magnitude smaller than the other weapons, making the visual kick nearly invisible. The camera stays almost perfectly still, while the crosshair drifts laterally.
Spread_Aim at 0.1 degrees is the widest in this reference set. Combined with the wide horizontal recoil, the Peacemaker is the least accurate weapon in the set when fired rapidly. However, in semi-automatic mode with paced shots, the low vertical recoil means the crosshair does not climb far between shots, so re-acquisition is quick.
When the Auto flag is active and the weapon fires continuously, the recoil compounds rapidly and the spread cone is applied to a crosshair that is already drifting. A modder balancing the Peacemaker for automatic fire should consider lowering the horizontal recoil range and tightening Spread_Aim. For semi-automatic use, the current values produce a controllable but imprecise weapon.
Flags
The Peacemaker asset carries these flags:
"7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
"7b82c125a5a54984b8bb26576b59e977". A GUID-based flag shared across multiple Unturned firearms. Present on the 1911, Luger, Peacemaker, and Schofield. It references a shared base-behavior component in the master bundle. A modder keeps this flag on custom variants unless replacing the referenced behavior.
Auto. The weapon supports fully automatic fire. When the fire mode is set to automatic, holding the fire key produces continuous fire at the weapon's Firerate interval. The Auto flag is what distinguishes the Peacemaker from the 1911 and Luger, which carry only Semi. A modder removing Auto makes the Peacemaker semi-automatic only.
Blueprints. The weapon supports crafting blueprints. The asset's Blueprints array defines available crafting recipes.
Hook_Barrel. Barrel attachment slot. Muzzle attachments (suppressors, compensators) are compatible. The slot is enabled; specific attachment compatibility is defined in the attachment items' own data.
Hook_Sight. Sight attachment slot. The Peacemaker can mount optical attachments: red dot sights, scopes, and other aiming optics. This flag is absent on the 1911 and Luger. The presence of Hook_Sight means the weapon has an attachment point on the top rail or receiver for aiming devices. A modder adding a sight slot to other weapons copies this flag and populates the attachment array.
Hook_Tactical. Tactical attachment slot. Flashlights, laser sights, and similar utility attachments can be mounted. The 1911 also has this flag; the Luger does not.
InputItems. The weapon accepts input items for crafting or repair operations. The InputItems array in the asset defines what items the weapon consumes.
RequiresNearbyCraftingTags. Crafting operations require a nearby crafting station with matching tags. Without this flag, crafting is available anywhere.
Safety. The weapon has a toggleable safety mode. When safety is on, the fire input is suppressed regardless of the fire mode setting.
Semi. The weapon supports semi-automatic fire. Combined with the Auto flag, this means the Peacemaker is a select-fire weapon: the player can toggle between semi-automatic and fully automatic fire modes. Both flags present simultaneously are what enable the fire-mode selector in the inventory interface.
[, ], {, }. Array and dictionary delimiter tokens from the asset serialization format. These are structural markers in the .dat file, not functional flags.
The Peacemaker carries the most attachment flags of any weapon in this reference series: Hook_Barrel, Hook_Sight, and Hook_Tactical are all present. The only hook flag it lacks compared to the Schofield is Hook_Grip. A modder can add Hook_Grip to enable grip attachments.
Choosing the Peacemaker as a base asset for a custom weapon
When a modder builds a custom weapon, they clone an existing vanilla weapon as the starting point. The Peacemaker is the best base-asset choice in this reference series for several specific use cases:
Select-fire weapons. The Peacemaker is the only weapon in the set with both Auto and Semi flags. A modder creating a weapon that should support both semi-automatic and fully automatic fire starts with the Peacemaker. The Auto and Semi flags are already set, the fire-mode selector is already enabled, and the modder only needs to adjust damage, handling, and ballistics to the custom weapon's profile.
High-capacity weapons. With Ammo_Min of 10 and Ammo_Max of 50, the Peacemaker has the widest and highest spawn ammo range in this set. A modder creating a weapon intended to spawn with generous ammunition uses the Peacemaker's ammo range as a baseline and adjusts upward or downward.
Optics-ready carbines. The Peacemaker has Hook_Sight, enabling optical attachments out of the box. A modder creating a carbine or rifle variant that should accept scopes and red dot sights starts with either the Peacemaker or the Schofield. The Peacemaker is the better choice if the weapon should also have select-fire and a Secondary slot.
Military-distributed weapons. The Peacemaker's spawn tables are predominantly military (Military_America_Guns, Militia_Russia_Guns, Military_Low_Peaks_Guns, etc.). A modder creating a weapon intended to appear in military loot pools clones the Peacemaker's spawn table entries and replaces the item ID with the custom weapon's ID.
What not to use the Peacemaker for. The Peacemaker is a poor base for a high-damage per-shot weapon (Player_Damage is 20, the lowest in the set), a tight-accuracy weapon (Spread_Aim is 0.1, the widest), or a weapon with a grip slot (Hook_Grip is absent). For a high-damage precision rifle, the Schofield is a better starting point. For a simple semi-automatic pistol, the 1911 or Luger are better.
When cloning the Peacemaker, the modder must:
- Generate a new GUID.
- Change the asset name and item ID.
- Adjust Player_Damage (20), Zombie_Damage (75), and Animal_Damage (20) to the desired values.
- Decide whether to keep both
AutoandSemiflags -- removingAutomakes the weapon semi-automatic only. - Add
Hook_Gripif a grip slot is desired. - Tighten Spread_Aim from 0.1 if better accuracy is needed.
- Adjust the ammo range (Ammo_Min 10 to Ammo_Max 50) to the custom weapon's magazine capacity.
- Update Caliber (24) and Magazine (1026) to the custom ammunition type.
- Add spawn table entries for the new GUID in military and arena tables.
The Peacemaker's Rare rarity is a cosmetic label that does not affect mechanics, but a modder creating a weapon intended to feel special or uncommon should keep the Rare label to maintain consistency with the vanilla visual language.
How the game processes a Peacemaker shot at runtime
When a player fires the Peacemaker, the game executes a fixed sequence of operations that a modder should understand to predict how field changes affect behavior.
- Fire check. The game verifies
Safetyis off and checks the active fire mode. If the player has selected semi-automatic via the fire selector, theSemiflag controls behavior: one pull, one shot. If the player has selected automatic, theAutoflag controls behavior: holding the trigger produces continuous fire at the Firerate interval (3). - Ammo check. The game checks the Magazine asset (1026) for loaded rounds. The Peacemaker's Ammo_Min of 10 and Ammo_Max of 50 apply at spawn time only -- the magazine's actual capacity is defined in the Magazine asset. One round is consumed per shot.
- Firerate timer. A count of 3 begins. In semi-automatic mode, the next trigger pull is ignored until the count reaches zero. In automatic mode, the next shot is fired automatically when the count reaches zero if the trigger is still held.
- Bullet spawn. A bullet spawns at the Muzzle 3 attachment point. Muzzle 3 is shared with the 1911 and Luger, so the visual and audio effects are identical to those weapons.
- Raycast or projectile. The bullet travels along the barrel direction offset by the Spread_Aim cone (0.1 degrees). This is the widest spread in the reference series. The bullet travels up to Range (100) meters.
- Hit detection. The game maps the impacted bone to a hit zone and selects the multiplier from the appropriate target-type damage table. The Peacemaker's multipliers follow the standard pattern: 1.1 for Skull, 0.8/0.6 for Spine (player-zombie split), 0.6/0.3 for limbs.
- Damage application. The base damage (20 for players, 75 for zombies, 20 for animals) is multiplied by the zone multiplier. The Peacemaker's lower base damages mean each individual hit is weaker than the other weapons, but the automatic fire mode allows multiple hits in rapid succession.
- Recoil and shake. The game generates random offsets: horizontal recoil between -1.5 and 1.5, vertical recoil between 1.5 and 3, and camera shake between -0.001 and 0.001. The recoil offset is added cumulatively to the crosshair position. In automatic fire, this happens on every shot with no recovery time between hits, causing the crosshair to drift rapidly.
The key difference between the Peacemaker's runtime sequence and the other weapons is step 1's fire-mode check. The Auto flag adds a branch: either semi-automatic behavior (identical to the 1911 and Luger) or fully automatic behavior (continuous fire while the trigger is held). A modder removing the Auto flag collapses this branch back to semi-automatic only.
Rarity mechanics
The Peacemaker has a rarity of Rare, which is one tier above the Uncommon 1911, Luger, and Schofield. In the vanilla color scheme, the Peacemaker's item name displays in blue, distinguishing it from the green Uncommon weapons.
Rarity is metadata. It does not directly control spawn frequency. The Peacemaker spawns at 35.000% in Coastguard_America_Guns and at 1.786% in Cliffs_Special_Low_Cliffs -- a 20x difference between tables on the same rarity label. The spawn chance per table is determined by the weight assigned in each table, not by the rarity tier.
However, rarity does serve as a sorting and filtering key. Plugins can read an item's rarity and apply modifiers -- a rarity-gated loot plugin might reduce the effective weight of Rare items to 50% of their listed weight, making the Peacemaker rarer in practice than its spawn table weights alone would suggest. A modder changing the Peacemaker's rarity from Rare to Uncommon would change the inventory color from blue to green and exempt the weapon from any Rare-item penalties in rarity-aware plugins.
The Peacemaker is the highest-rarity weapon in this reference series. A modder creating a custom weapon intended to be a rare military find would set its rarity to Rare or higher and place it in military-context spawn tables at low weights, following the Peacemaker's distribution pattern.
Spawn tables
The table below lists every spawn table (from the first 20 of 30 total tables) that can produce the Peacemaker, the map, and the chance per roll.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Hawaii | Coastguard_America_Guns | 35.000% |
| Ireland | Cliffs_Military_Low_Guns | 33.333% |
| Core | Military_America_Guns | 25.000% |
| Core | Militia_Russia_Guns | 25.000% |
| Core | Military_Low_Peaks_Guns | 25.000% |
| France | Military_Low_France_Guns | 25.000% |
| Ireland | Cliffs_Military_High_Guns | 25.000% |
| Core | Arena_Guns_Military_Common | 16.667% |
| Core | Washington Arena_Arena_Guns_Military | 14.875% |
| Core | Arena_Guns_Military | 14.875% |
| Core | PEI Arena_Arena_Guns_Military | 14.875% |
| Core | Alpha Valley_Arena_Guns_Military | 14.875% |
| Ireland | Cliffs_Special_Low_Guns | 12.500% |
| Belgium | Military_Belgium_Guns | 11.086% |
| Ireland | Cliffs_Airdrop_Weapons_Military | 4.918% |
| Greece | Greece_Military_Guns_Low | 4.348% |
| Ireland | Cliffs_Military_High_Cliffs | 3.846% |
| Ireland | Cliffs_Military_Low_Cliffs | 2.924% |
| Hawaii | Coastguard_America | 2.868% |
| Ireland | Cliffs_Special_Low_Cliffs | 1.786% |
Showing 20 of 30 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 Peacemaker. The percentage is the asset-defined weight divided by the total weight of all entries in the table.
The Map column identifies where the table is deployed. Core tables are base-game tables available on all official maps. Map-specific tables (Hawaii, Ireland, France, Belgium, Greece) activate only on the named map.
Spawn context analysis
The Peacemaker's spawn tables are predominantly military, in contrast to the 1911's civilian-heavy distribution and the Luger's mixed civilian/militia spread.
Military tables. Military_America_Guns (25.000%), Militia_Russia_Guns (25.000%), Military_Low_Peaks_Guns (25.000%), Military_Low_France_Guns (25.000%), Military_Belgium_Guns (11.086%), and Greece_Military_Guns_Low (4.348%) are all military-context tables. The Peacemaker is distributed through military loot pools across Core, France, Belgium, and Greece maps. The _Low_ infix on several tables indicates a lower-tier military table as opposed to high-tier special forces or rare-military loot pools.
Ireland Cliffs tables. The Ireland map has five distinct Cliffs tables producing the Peacemaker, arranged in a tiered structure: Cliffs_Military_Low_Guns (33.333%), Cliffs_Military_High_Guns (25.000%), Cliffs_Special_Low_Guns (12.500%), Cliffs_Airdrop_Weapons_Military (4.918%), and the corresponding location-suffixed variants. A modder adjusting Peacemaker spawns on Ireland must account for all of these, as they contribute independently to the weapon's availability.
Arena tables. The Peacemaker appears in four arena-context tables: Arena_Guns_Military_Common (16.667%), and three map-prefixed arena tables at 14.875% each (Washington Arena, generic Arena, PEI Arena, Alpha Valley Arena). Arena tables are typically rolled during horde-mode or arena game-mode events and are separate from the standard loot economy. A server running arena content will produce the Peacemaker at these rates during event rolls.
Coastguard tables. Coastguard_America_Guns at 35.000% is the highest single chance per roll for the Peacemaker. The Coastguard context on Hawaii represents a specialized military-adjacent loot pool. The corresponding general Coastguard_America table at 2.868% is a broader table that includes non-weapon items, explaining the lower Peacemaker frequency.
Modder usage
To adjust the Peacemaker's frequency on a specific map, the modder edits the weights in that map's spawn tables. To make it a common civilian weapon (changing its distribution profile), the modder adds entries to civilian-context tables, not just military ones. The weapon's asset data does not restrict which tables can reference it -- the spawn tables themselves are the only gate.
With 30 total tables producing the Peacemaker, a comprehensive spawn audit requires examining all 30. The 20 shown above represent the highest-frequency tables; the remaining 10 typically have lower per-roll chances.
Understanding percentage precision in spawn tables
The spawn table percentages are computed from asset-defined weights. Clean fractions appear as repeating or terminal decimals: 33.333% = 1/3 (weight 1 out of 3), 25.000% = 1/4, 16.667% = 1/6, 14.875% and 4.918% reflect less regular weight structures. The percentages with one or two decimal places (35.000%, 2.868%) indicate weights that divide cleanly into the table's total weight.
When a modder edits a spawn table weight, they set the weight value. The game computes the percentage at runtime. Changing one item's weight changes every item's percentage because the denominator (total weight of all entries) changes.
Workshop publishing workflow
To publish a modified Peacemaker to a server:
- Repack the edited
.datfile into a Unity asset bundle with any custom models, textures, or sounds. - Assign a new GUID for a variant; retain
4fe22b46f01d4e39a4649e3b187f35e6for a vanilla replacement. - Register the bundle in the server's workshop configuration or Bundles directory.
- Add spawn table entries for the new GUID in military, arena, and coastguard tables matching the Peacemaker's vanilla distribution pattern.
- Restart the server and verify with
/give 1024or/give Peacemaker.
Server-side-only mods (.dat changes only) are compatible with vanilla clients. Visual or audio changes require client workshop subscription.
The Peacemaker's Rare rarity means it may be affected by rarity-based loot modifiers in plugin configurations. A plugin that applies a weight penalty to Rare items will reduce the effective spawn rate below the vanilla table percentages. Server owners using rarity-aware plugins should account for this when tuning spawn weights.
Comparison with related weapons
The Peacemaker is one of four weapons in this reference series. The table below provides a cross-reference for modders evaluating which base asset to use for a custom variant.
| Field | 1911 (Colt) | Luger | Peacemaker | Schofield |
|---|---|---|---|---|
| Item ID | 97 | 1476 | 1024 | 101 |
| Rarity | Uncommon | Uncommon | Rare | Uncommon |
| Slot | Secondary | Secondary | Secondary | Primary |
| Range | 100 | 90 | 100 | 200 |
| Firerate | 4 | 2 | 3 | 50 |
| Action | Trigger | Trigger | Trigger | Bolt |
| Caliber | 3 | 43 | 24 | 5 |
| Muzzle | 3 | 3 | 3 | 4 |
| Player_Damage | 24 | 27 | 20 | 80 |
| Zombie_Damage | 99 | 99 | 75 | 99 |
| Animal_Damage | 24 | 27 | 20 | 99 |
| Spread_Aim | 0.05 | 0.04 | 0.1 | 0.01 |
| Auto fire | No | No | Yes | No |
| Sight slot | No | No | Yes | Yes |
| Tactical slot | Yes | No | Yes | Yes |
| Grip slot | No | No | No | Yes |
| InputItems | Yes | Yes | Yes | No |
| OutputItems | No | No | No | Yes |
The Peacemaker is distinguished by being the only weapon in the set with both Auto and Semi flags (select-fire capability), the lowest Player_Damage (20), the lowest Zombie_Damage (75), the widest aim spread (0.1), and the highest per-spawn ammo range (Ammo_Min 10 to Ammo_Max 50). Its handling profile features the lowest vertical recoil (1.5 to 3) and the widest horizontal recoil span (3.0 units).
The Peacemaker's spawn distribution across 30 tables is predominantly military, with secondary presence in arena and coastguard contexts. A modder creating a select-fire carbine variant would use the Peacemaker as the base asset, keeping the Auto and Semi flags, adjusting damage upward, and tightening the aim spread.
Canned Beans
No Canned Beans data is associated with the Peacemaker in the game files. The Peacemaker asset does not reference beans in any crafting recipe, repair operation, ammo conversion, or spawn-adjacent loot table. This weapon has no connection to the bean system.
If you are tracing the Canned Beans thread through the wiki's weapon reference pages, the Peacemaker is another weapon that exists outside the bean economy. The items that interact with Canned Beans are documented at /lore/canned-beans-lore.
Practical use for server owners and modders
Reading the asset file
The Peacemaker asset lives in the Unturned asset bundle system. Extract the bundles, open the .dat file in a text editor, and locate the fields described on this page. The file uses Unturned's key-value serialization format with array and dictionary delimiters.
Common modifications
Damage tuning. Edit Player_Damage from 20 upward to increase per-shot performance against players, or edit Zombie_Damage from 75 upward to improve PvE output. Because the Peacemaker has lower base damage than the pistols but higher capacity and select-fire, damage adjustments have a multiplied effect when the weapon is used in automatic mode.
Fire mode removal. Remove the Auto flag to make the Peacemaker semi-automatic only. This is one of the simplest modifications and does not require any supporting data changes. The weapon will retain the Semi flag and function as a semi-automatic carbine.
Spawn weight adjustment. The Peacemaker's highest-frequency tables are military. To make it a civilian weapon, add entries to civilian loot tables (Civilian_America_Guns, Civilian_Canada_Guns, and similar) on the target maps. Removing entries from military tables reduces its prevalence in military loot while keeping it available elsewhere.
Attachment expansion. The Peacemaker already has Hook_Barrel, Hook_Sight, and Hook_Tactical. To add a grip slot, add Hook_Grip to the flag list and populate the grip attachment data array with valid attachment IDs.
Caliber and magazine changes. Change Caliber from 24 to a new Caliber asset ID. Simultaneously change Magazine from 1026 to a magazine asset compatible with the new caliber. If only one of the two is changed, the weapon cannot reload from the mismatched magazine.
Server configuration
The Peacemaker can be given to players via the /give command:
/give 1024
/give PeacemakerIt can be added to kit loadouts, vote-shop inventories, and economy plugin item lists by referencing item ID 1024 or GUID 4fe22b46f01d4e39a4649e3b187f35e6.
The Peacemaker's Rare rarity means it may be affected by rarity-based loot modifiers in some plugin configurations. A plugin that adjusts spawn chances based on rarity will apply a penalty or boost depending on its rarity multiplier settings. Server owners using rarity-aware loot systems should check whether the Peacemaker's Rare classification interacts with their modifier rules.
How Unturned loads and resolves weapon assets
When a server starts or a player joins, Unturned loads weapon assets in a specific order:
- Core bundle load. Vanilla weapons, including the Peacemaker with item ID 1024, load first from the built-in bundles.
- Map bundle load. Map-specific bundles add spawn tables (military, arena, coastguard) and any map-level overrides.
- Workshop bundle load. Workshop bundles load last. A workshop asset with the same GUID (
4fe22b46f01d4e39a4649e3b187f35e6) overrides the vanilla Peacemaker. An asset with a new GUID coexists as a separate item. - Asset registration. Each asset is registered under its item ID and GUID in the global registry. GUID collision causes the last-loaded asset to win.
- Spawn table resolution. Spawn tables are resolved after registration. References to non-existent item IDs are silently skipped.
If a modder creates a workshop variant with a new GUID but does not add it to spawn tables, the weapon exists in the item registry (/give works) but never appears in loot. The variant must be explicitly added to the desired spawn tables.
If a workshop replacement mod (same GUID) fails to load, the vanilla Peacemaker loads silently with no error. A modder verifying a replacement should use /give Peacemaker or /give 1024 and check the damage values against the modified asset to confirm the workshop version loaded.
For server-side-only mods (.dat changes only), the modded file goes in the server's Bundles directory and loads after core bundles. No client download is required. For mods that change the Peacemaker's model, textures, or sounds, clients must subscribe to the workshop item.
The Peacemaker's dual fire modes (Auto and Semi) add a loading consideration: if a modder creates a variant that only has Semi (no Auto), the fire-mode selector in the UI will show only semi-automatic. If the modder removes Semi but keeps Auto, the weapon may not fire at all because Semi is the base fire-mode flag that Auto builds upon.
Spawn suppression without asset modification is done via a plugin that hooks the loot-generation event and filters item ID 1024. This approach allows the server to retain vanilla asset files while customizing the loot economy.
Common troubleshooting
Auto fire does not work after removing and re-adding the flag. The Auto flag must be paired with Semi for select-fire to function. If you remove Auto and later re-add it, ensure Semi is also present. A weapon with Auto but no Semi may behave unexpectedly because the fire-mode selector relies on both flags being present.
The weapon cannot reload after changing Caliber. The Peacemaker's Caliber (24) and Magazine (1026) must remain compatible. Changing Caliber without updating the Magazine reference produces a gun that cannot accept its own magazine. Update both fields simultaneously, or update the Magazine asset's Caliber to match the new gun Caliber.
Attachment slots appear after adding a hook flag but are empty. Adding Hook_Grip to the Peacemaker creates the slot, but the attachment-data array must be populated with valid grip attachment item IDs. Without this array, the slot appears in the UI but no attachments can be installed.
The weapon feels inaccurate at range despite the Spread_Aim value. The Peacemaker's Spread_Aim of 0.1 is the widest in this reference set. If you are comparing it to the Schofield (0.01), the Peacemaker has ten times the angular spread. To make the Peacemaker more precise, lower Spread_Aim. Also check that the Auto fire mode is not being used at range -- automatic fire may apply additional spread not reflected in Spread_Aim alone.
Spawn table edits on military tables do not affect arena spawns. The Peacemaker appears in both standard military tables and separate arena tables (Arena_Guns_Military_Common, and the map-prefixed arena variants). Arena tables are rolled independently during horde-mode events. Editing military table weights does not change arena availability. To adjust arena spawns, edit the arena tables directly.
Verification
After modifying the asset, spawn the weapon with /give 1024. Test both fire modes (toggle between semi and auto) to confirm the Auto and Semi flags are functioning. Check that all three attachment slots (barrel, sight, tactical) appear in the attachment interface. Verify the damage values against the computed hit zone tables. Run loot-generation passes on the target map and count Peacemaker occurrences to confirm spawn table edits.
The values in every table on this page are the vanilla asset baseline. Compare your modified values against these tables to confirm each change applied correctly and that no field was unintentionally altered.
