Skip to content

Pine Rifle Reference (Unturned Gun Data)

Search terms: Pine Rifle stats, Rifle_Pine data, Unturned item 480, Pine Rifle damage, Pine Rifle flags.

The Pine Rifle is a bolt-action rifle whose asset name is Rifle_Pine. It carries item ID 480 and GUID 37fdffea289349658130469d67ac79bb. The game classifies it as Common rarity and it occupies the Primary slot. The in-game description reads: Pine rifle chambered in Rifle ammunition. This article is a data reference: it lays out every field the game files define for this weapon, explains what each field controls, and describes how a modder reads and edits those values. It is not a play guide.

The Pine Rifle is the third and highest-range member of a three-weapon bolt-action rifle family. The Birch Rifle (item 479) has Range 175, the Maple Rifle (item 474) has Range 200, and the Pine Rifle (item 480) has Range 225. Beyond the Range field, all three rifles share identical damage values, handling values, and ammunition specifications. They differ only in Range and in their GUID flag signatures. This article documents the Pine Rifle specifically, but the field explanations apply across the family.

Core asset fields

Every Unturned gun asset is a collection of key-value pairs stored inside the game's data files. Modders access these fields through tools like Unity Explorer for reading live asset bundles or UAssetGUI and custom editors for writing into mod asset bundles. The fields below are the ones the Rifle_Pine asset declares. Fields not listed here are either absent from this asset or use engine defaults that the asset does not override.

When a modder opens the Pine Rifle asset in Unity Explorer, they see a property grid with named fields and typed values. The field names on the left are the keys the game engine reads at runtime. The values on the right are the data the game applies. The modder's job is to understand what each field name means to the engine and what each value produces in gameplay. This article provides that understanding by walking through every field, explaining its role in the weapon system, and showing what happens when the value changes.

Identity fields

The identity fields tell the game what this item is, how it sorts into the inventory, and how other systems reference it. These fields are the first thing a modder checks when cloning or modifying an asset, because getting them wrong causes collision and confusion.

  • Asset name Rifle_Pine -- the internal name used in the asset bundle. Other assets reference this name when they need the Pine Rifle, for example a crafting recipe's InputItems list. The asset name is a plain string with no naming convention enforced by the engine, but community convention uses Category_Subtype formatting. If a modder creates a custom weapon and assigns it the asset name Rifle_Pine, the game loads both the vanilla asset and the mod asset as separate objects, but any system that references the asset by name may pick up the wrong one. Always assign a unique asset name to a custom weapon.
  • Item ID 480 -- the numeric identifier used in commands, save files, and network messages. Server owners use this ID with the /give command and it appears in player inventory data. The Pine Rifle's item ID of 480 is the highest in the bolt-action family (Birch 479, Maple 474, Pine 480). Item IDs must be unique within a loaded item set. The game serialises inventory contents as arrays of item IDs, so changing an item's ID changes how it is stored in save files. If a modder assigns item ID 480 to a custom weapon, that weapon will conflict with the vanilla Pine Rifle.
  • GUID 37fdffea289349658130469d67ac79bb -- a 128-bit unique identifier that distinguishes the Pine Rifle from every other asset in the game. GUIDs persist across sessions and are the preferred way to reference an asset in mod code because they do not shift if item IDs are renumbered. The GUID is a 32-character lowercase hexadecimal string generated at asset creation time. Modders should never reuse a vanilla GUID, because the game treats identical GUIDs as the same asset.
  • Rarity Common -- controls the colour of the item's name in the inventory UI and influences some loot-scoring systems. Common items display with a white name and are the baseline rarity tier. The rarity value is a string enum with defined values. Each tier corresponds to a colour in the UI. Modders can change the rarity of an existing weapon by editing this string, but changing rarity does not change any numeric stat -- it only affects the item's display colour and its behaviour in rarity-aware loot systems.
  • Slot Primary -- the equipment slot the weapon occupies when held. A Primary weapon occupies the character's main longarm slot and cannot be equipped simultaneously with another Primary weapon. If a modder changes Slot from Primary to Secondary, the weapon becomes a sidearm and its equip animation, holster location, and hotkey mapping change accordingly.

Ballistics

The ballistics fields define how the weapon fires, what it fires, and the physical behaviour of the projectile. These fields are the core of any weapon asset: every shot the weapon fires is governed by the values in this table.

FieldValue
Range225
Firerate50
ActionBolt
Caliber17
Muzzle4
Magazine478
Ammo_Min1
Ammo_Max4

Each of these fields controls one aspect of the weapon's firing behaviour. A modder who understands each field can create any firing behaviour the engine supports.

Range (225) is the maximum distance in metres that the engine's hitscan raycast travels. A value of 225 means the projectile checks for a hit up to 225 metres from the muzzle. Beyond that distance the shot registers no hit -- the raycast terminates with no collision, consuming the ammunition with no effect. The Pine Rifle's Range of 225 is the highest in the bolt-action rifle family, exceeding the Birch Rifle (175) and the Maple Rifle (200). The 25-metre increment between each rifle (175, 200, 225) creates a clean tier ladder where the Pine Rifle is the top-tier range option. When a modder increases this value, the weapon can engage targets at longer distances. When a modder decreases it, the weapon becomes a shorter-range tool.

Firerate (50) is the engine tick interval between shots. A Firerate of 50 means the weapon delays 50 ticks between successive shots. Lower values produce a shorter delay. Higher values produce a longer delay. Modders should read this field as a raw tick count and tune it by testing in-game. The Firerate field interacts with the Action field: for a Bolt action weapon, the bolt-cycling animation plays during this delay, and the weapon cannot fire again until both the Firerate delay expires and the bolt animation completes.

Action (Bolt) selects the firing animation sequence and the mechanical behaviour between shots. The Bolt action type plays a bolt-cycling animation after each shot and blocks firing during that animation. The Action field is a string lookup into the game's animation system; modders who set it to a value not defined in the engine receive a fallback animation or no visible cycling behaviour. The Action string must match exactly one of the values the engine recognises.

Caliber (17) is an integer key that maps to an ammunition type. The game uses caliber IDs to match a weapon to the ammunition items it can accept. Caliber 17 corresponds to Rifle ammunition. If a modder changes this value, the weapon will accept a different ammunition type and no longer recognise Rifle magazines. The caliber system works by matching integers: a weapon with Caliber 17 will only accept magazine items that also declare Caliber 17. The caliber ID is an arbitrary integer with no hardcoded mapping -- the mapping between integer and ammunition type is defined by conventions in the asset data, not by engine code.

Muzzle (4) is an integer key that maps to a muzzle effect definition. The muzzle effect controls the visual flash, the sound clip, and the particle system that plays when the weapon fires. Muzzle 4 is a specific effect preset defined elsewhere in the game's asset bundle. Changing this value to another integer selects a different muzzle preset. If a modder sets Muzzle to an ID that has no corresponding effect asset, the weapon fires silently with no muzzle flash.

Magazine (478) is the item ID of the magazine attachment the weapon is pre-configured to accept. When a player picks up a Pine Rifle, the game checks this field to determine what magazine type it takes and validates reloads against it. A modder changing this value would make the weapon accept a different magazine type. The Magazine field works together with the Caliber field: the magazine attachment referenced by value 478 must declare a compatible Caliber value for ammunition to load correctly.

Ammo_Min (1) is the minimum ammunition count the weapon can hold. A value of 1 means the weapon can be loaded with as few as one round. This value interacts with the magazine system: when a player reloads, the game checks Ammo_Min to determine the smallest valid loaded state. With Ammo_Min set to 1, the Pine Rifle will accept a reload that brings it to any count between 1 and Ammo_Max. Most Unturned weapons set Ammo_Min to 1.

Ammo_Max (4) is the maximum ammunition capacity. A value of 4 means a full magazine holds four rounds. When a player reloads, the weapon receives up to four rounds. This is the ceiling: no reload puts more than Ammo_Max rounds into the weapon. Ammo_Max must be greater than or equal to Ammo_Min; if Ammo_Max is less than Ammo_Min, the game's validation may reject the asset or produce undefined reload behaviour.

Player damage

The player damage table defines how much damage the weapon deals to another player character and how that damage is modified by the hit zone.

FieldValue
Player_Damage80
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (80) is the base damage value applied on a hit. The engine takes this number and multiplies it by the relevant body-part multiplier before applying any further damage modifiers such as armour reduction or skill effects. The base damage value is a floating-point number, not an integer, so modders can set values like 80.5 or 79.25 for fine-grained tuning. The game's damage pipeline handles fractional values correctly.

Player_Leg_Multiplier (0.6) scales the base damage when the projectile hits the leg hitbox. With a base damage of 80, a leg shot deals a final value of 80 * 0.6 = 48 before further modifiers. The multiplier is applied after the hit is confirmed and after the game determines which hitbox was struck.

Player_Arm_Multiplier (0.6) scales the base damage when the projectile hits the arm hitbox. The arm multiplier on this weapon is the same as the leg multiplier: both reduce damage to 60% of base. The game distinguishes arm and leg hitboxes as separate collision volumes on the player model, but the Pine Rifle treats them identically in damage terms. A modder could set different values for arm and leg to create asymmetrical limb damage.

Player_Spine_Multiplier (0.8) scales the base damage when the projectile hits the spine or torso hitbox. At 0.8, a body shot deals 80% of base damage, which is higher than a limb shot and lower than a head shot. The spine hitbox is the largest hit zone on the player model, so this multiplier applies to the most common hit location. A modder who sets Spine to 1.0 would make body shots deal full base damage with no reduction.

Player_Skull_Multiplier (1.1) scales the base damage when the projectile hits the skull or head hitbox. A value above 1.0 means a head shot deals more than base damage. At 1.1, a head shot multiplies base damage by 1.1. The head multiplier above 1.0 is a common design convention: it rewards accuracy with bonus damage rather than simply removing a penalty. A modder who wants to make head shots more decisive can increase this value. A modder who wants to eliminate the head shot bonus can set it to 1.0.

Player damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 80)
Skull1.188
Spine0.864
Arm0.648
Leg0.648

The computed table presents the damage value after the multiplier is applied to the base damage of 80, before armour reduction, skill modifiers, or any other post-hit calculation. A modder reading this table sees the raw per-zone output the game uses as input to its damage pipeline.

The four damage values (88, 64, 48, 48) form a three-tier gradient: the skull hit deals the highest value, the spine hit deals an intermediate value, and the limb hits (arm and leg) deal the lowest value, which is identical for both limbs because they share the same multiplier. This three-tier gradient is the standard damage profile for most Unturned firearms, and the Pine Rifle shares it with the Birch and Maple rifles because all three share the same damage fields.

To change the damage profile, a modder edits Player_Damage to shift the entire profile up or down, or edits individual multipliers to adjust the relative importance of hitting specific zones. A modder who changes Player_Damage from 80 to 100 would shift all computed values proportionally. A modder who changes only Player_Skull_Multiplier from 1.1 to 1.2 would change only the skull value while the spine, arm, and leg values remain at 64, 48, and 48 respectively.

Zombie damage

The zombie damage table is a separate damage layer. The game does not share damage values between player targets and zombie targets. The Pine Rifle has its own base damage and its own multiplier set for zombie hit zones. This design allows a weapon to be powerful against one entity type and weak against another without the modder having to compromise.

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

Zombie_Damage (99) is the base damage applied to zombie entities on a hit. This value is independent of Player_Damage: the game does not derive one from the other, and a modder can set them to completely different numbers. The zombie base of 99 is higher than the player base of 80, which means the Pine Rifle deals more raw damage to zombies than to players before multipliers are applied.

Zombie_Leg_Multiplier (0.3) and Zombie_Arm_Multiplier (0.3) reduce limb hits against zombies to 30% of the zombie base damage. These are lower than the player limb multipliers (0.6), which means limb hits against zombies produce a smaller fraction of the base damage than limb hits against players. The difference between 0.6 and 0.3 is a factor of two: a limb hit against a zombie deals half the fraction of base damage that a limb hit against a player deals.

Zombie_Spine_Multiplier (0.6) applies 60% of the zombie base damage to body shots. This matches the player spine multiplier pattern: body shots fall between limb shots and head shots. However, because the zombie limb multipliers are lower (0.3 versus 0.6), the gap between a zombie body shot and a zombie limb shot is larger than the equivalent gap for players. A zombie body shot does twice the damage of a zombie limb shot (0.6 / 0.3 = 2x), whereas a player body shot does only 1.33x the damage of a player limb shot (0.8 / 0.6 = 1.33x).

Zombie_Skull_Multiplier (1.1) multiplies the zombie base damage by 1.1 on head shots. The multiplier value matches the player skull multiplier, but it is applied to a different base (99 for zombies versus 80 for players). This means a zombie head shot produces a higher absolute damage value (108.9) than a player head shot (88), not because the head multiplier is different but because the base damage is different.

Zombie damage per hit zone (computed, use verbatim)

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

The computed zombie damage table shows the per-zone damage with the zombie base of 99 applied. The structure mirrors the player damage table: the skull multiplier is highest, the spine multiplier is intermediate, and the limb multipliers are lowest. However, the spread between the highest and lowest values is larger for zombies (108.9 to 29.7, a range of 79.2) than for players (88 to 48, a range of 40). This wider spread reflects the lower limb multipliers in the zombie damage layer.

Modders who want zombies to be more resilient can lower Zombie_Damage from 99 to a smaller number, or reduce individual zone multipliers. Modders who want this weapon to be a dedicated anti-zombie tool can raise the zombie damage values independently of the player damage values, since the two are separate data layers.

Animal damage

The animal damage table is a third independent damage layer. It controls damage against animal entities. Just as the zombie damage layer is separate from the player damage layer, the animal damage layer is separate from both, giving modders three independent damage tuning axes.

FieldValue
Animal_Damage99
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (99) is the base damage applied to animal entities. This value matches the zombie base damage but is controlled by a separate field. A modder can edit it independently without affecting zombie or player damage. The Pine Rifle's animal damage of 99 is identical to its zombie damage of 99, but this is a coincidental equality, not a rule. A modder can set Animal_Damage to 50, Zombie_Damage to 99, and Player_Damage to 80 in the same weapon asset, and the game will apply the correct value based on the entity type hit.

Animal_Leg_Multiplier (0.6), Animal_Spine_Multiplier (0.8), and Animal_Skull_Multiplier (1.1) create a damage gradient across animal hit zones. Notice that the animal damage table has no Animal_Arm_Multiplier: animal entities lack a distinct arm hitbox in the game's hit detection system, so the field is absent. The three multipliers that do exist (0.6, 0.8, 1.1) are the same values as the player multipliers, which means the Pine Rifle treats animal hit zones the same way it treats player hit zones in terms of the multiplier ratio. However, because the base damage differs (99 for animals versus 80 for players), the absolute damage values differ.

Animal damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.879.2
Leg0.659.4

The computed animal damage table shows three zones: skull at 108.9, spine at 79.2, and leg at 59.4. The absence of an arm row is not an error -- the game's damage pipeline does not evaluate an arm hitbox on animal entities, so there is no multiplier to apply and no computed value to show.

Handling

The handling fields define how the weapon moves the camera when fired. They control recoil, spread, and screen shake. These fields determine how the weapon feels rather than how it performs in damage terms, but feel is a critical part of weapon design.

FieldValue
Recoil_Min_X5
Recoil_Min_Y15
Recoil_Max_X10
Recoil_Max_Y20
Spread_Aim0.01
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X (5) and Recoil_Max_X (10) define the horizontal recoil range. On each shot, the game picks a random value between Recoil_Min_X and Recoil_Max_X and applies it as a horizontal camera offset. A value of 5 to 10 means the horizontal kick ranges from 5 units to 10 units. The direction (left or right) is also randomised. If a modder sets both values to 0, the weapon has no horizontal recoil. If a modder sets both values to the same number, the horizontal recoil is deterministic rather than randomised.

Recoil_Min_Y (15) and Recoil_Max_Y (20) define the vertical recoil range. Vertical recoil is always upward, so the engine applies the random value between 15 and 20 as an upward camera displacement. These values are larger than the horizontal values, which means the Pine Rifle's recoil is predominantly vertical. A weapon with vertical recoil of 15 to 20 and horizontal recoil of 5 to 10 will climb upward on each shot while also drifting slightly left or right. Players can compensate for vertical recoil by pulling down, but the horizontal component adds unpredictable drift.

Spread_Aim (0.01) is the aiming spread cone radius in degrees. When the player aims down sights, the projectile can deviate from the crosshair centre by up to Spread_Aim degrees. A value of 0.01 means the spread is very tight -- the shot lands extremely close to the aim point. If a modder increases this value, the weapon becomes less precise when aimed. Spread_Aim applies only when the player is aiming; hip-fire spread is controlled by a separate field that the Pine Rifle does not override, so the engine default applies.

Shake_Min_X (-0.005) and Shake_Max_X (0.005) define the horizontal screen shake range. On each shot the game applies a random shake value between Shake_Min_X and Shake_Max_X to the camera's horizontal position. The negative minimum and positive maximum mean the shake oscillates left and right. The small magnitudes (-0.005 to 0.005) produce a subtle shake. Screen shake is purely visual -- it does not affect where the projectile lands -- but it contributes to the perceived weight of the weapon. A modder who wants a heavier-feeling shot can increase these magnitudes. A modder who wants a cleaner sight picture can set both to 0.

Flag system

Every Unturned gun asset carries a set of flags. Flags are string tokens attached to the asset that enable or disable specific engine behaviours. The flag system is how the game's modular behaviour system works: instead of hard-coding every weapon's capabilities, the engine checks which flags are present and enables the corresponding systems.

The Pine Rifle declares the following flags:

Flags present: "21ede8ebffb14c5580e8c7ad149e335e", "5ff4bcf752554990bf06e103b996cef2", "719bfdf2c2dc4be6ad5be44d044583e4", "7b82c125a5a54984b8bb26576b59e977", "8c25cf28c76a4634855f404c8972c0ae", Blueprints, Hook_Barrel, Hook_Sight, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

GUID flags

The flags that are 32-character hexadecimal strings (21ede8ebffb14c5580e8c7ad149e335e, 5ff4bcf752554990bf06e103b996cef2, 719bfdf2c2dc4be6ad5be44d044583e4, 7b82c125a5a54984b8bb26576b59e977, 8c25cf28c76a4634855f404c8972c0ae) are GUID references to other assets. These are not the Pine Rifle's own GUID (which is 37fdffea289349658130469d67ac79bb) -- they are references to related assets such as crafting recipes, item spawn tables, or hook point definitions.

The GUID flag 7b82c125a5a54984b8bb26576b59e977 is the ItemFlag_Weapon flag present on most firearms. The GUID flag 8c25cf28c76a4634855f404c8972c0ae is commonly associated with firearm-type classification.

The Pine Rifle's GUID flag set differs from both the Birch Rifle and the Maple Rifle. The Pine Rifle carries 719bfdf2c2dc4be6ad5be44d044583e4 and does not carry 5a3c4302400e400b9b9486fbb5178eca (which the Birch Rifle does) or e73a23b102f24520a32ec0b2afaa6157 (which the Maple Rifle does). Each of the three bolt-action rifles has a distinct GUID flag signature.

All three rifles share the common GUID flags 21ede8ebffb14c5580e8c7ad149e335e, 5ff4bcf752554990bf06e103b996cef2, 7b82c125a5a54984b8bb26576b59e977, and 8c25cf28c76a4634855f404c8972c0ae. The one flag that varies per rifle is likely associated with each rifle's unique crafting recipe or unique attachment behaviour. The exact asset each GUID points to must be resolved by reading the asset bundle.

Behaviour flags

Blueprints -- tells the crafting system that this item has associated blueprint recipes. When the Blueprints flag is present, the game reads the item's nested blueprint data to populate the crafting menu. Removing this flag hides all of the Pine Rifle's crafting recipes.

Hook_Barrel -- declares that the weapon asset exposes a barrel attachment point. The attachment system reads this flag to know that a barrel attachment can be installed on this weapon. Removing Hook_Barrel disables barrel attachments.

Hook_Sight -- declares that the weapon asset exposes a sight attachment point. With this flag present, the attachment system allows sight and optic attachments to be installed on the Pine Rifle. Removing it disables sight attachments.

InputItems -- flags the asset as consuming input items in its recipes. This is paired with the Blueprints flag: Blueprints declares that recipes exist, InputItems tells the crafting system that those recipes consume items from the player's inventory. If Blueprints is present but InputItems is absent, the recipes would display but would not consume ingredients.

RequiresNearbyCraftingTags -- tells the crafting system that the item's recipes require a nearby crafting station or object with matching tags. When this flag is present, the player must be within range of a tagged object, such as a workbench, to use the Pine Rifle's recipes. Removing this flag makes the recipes craftable from anywhere in the inventory.

Safety -- marks the weapon as having a safety mode. The Safety flag enables a fire-mode state where the weapon cannot fire. It appears in the in-game fire-mode toggle alongside other modes. Removing the Safety flag removes the safety mode from the fire-mode toggle.

Semi -- sets the fire mode to semi-automatic. The Semi flag means one trigger pull fires one round. If a modder removes Semi, the weapon would need another fire-mode flag or it would lack a valid fire mode. A weapon can carry multiple fire-mode flags.

Bracket and brace flags ([, ], {, }) -- these single-character flags are likely internal markers from the asset serialisation format that were captured as flag entries during extraction. Modders typically leave them in place when cloning or modifying the asset file.

How the engine processes a shot

This section traces the complete path of a single shot through the game engine using only the Pine Rifle's declared field values. Each step names the specific field or flag involved and what the engine does with it. The pipeline is sequential: if any step fails, the remaining steps do not execute.

Step 1: Fire-mode check

The player presses the fire button. The engine reads the Safety flag and the Semi flag on the Pine Rifle asset. If the current fire-mode selector position is Safety, the trigger input is ignored and no shot is fired. If the position is Semi, the engine allows one shot per trigger pull. The Pine Rifle carries both Safety and Semi, giving the player two fire-mode options. There is no Auto flag on the Pine Rifle, so fully automatic fire is not available.

Step 2: Caliber and ammunition check

The engine reads Caliber (17) and verifies that the loaded magazine attachment, referenced by Magazine (478), declares a matching caliber value. If the magazine's caliber does not match 17, the shot is blocked and no ammunition is consumed. The game also checks the current ammunition count: if the weapon's loaded count is below Ammo_Per_Shot (a field not overridden by the Pine Rifle, so the engine default of 1 applies), the shot is blocked.

Step 3: Firerate delay check

The engine reads Firerate (50) and checks whether the required tick delay has elapsed since the previous shot. If 50 engine ticks have not passed since the last shot, the trigger input is queued or discarded depending on timing. When the delay has elapsed, the engine proceeds to step 4.

Step 4: Action sequence start

The engine reads Action (Bolt) and begins the bolt-action firing sequence. The bolt animation plays. The engine applies Muzzle (4) to select and play the muzzle flash effect and firing audio from the asset bundle. The muzzle effect appears at the barrel attachment point of the weapon's Unity prefab.

Step 5: Hit detection

The engine performs a hitscan raycast from the muzzle position. The raycast extends to a maximum distance of Range (225) metres. If the raycast hits an entity within 225 metres, the engine identifies the entity type (player, zombie, animal) and the specific hit zone on that entity's collision model. If the raycast reaches 225 metres without hitting an entity, the shot terminates -- the ammunition is consumed but no damage is dealt. If the raycast hits terrain or a non-entity object before reaching 225 metres, the shot terminates at the impact point.

Step 6: Damage application

The engine selects the damage layer based on the entity type hit. For a player entity, it reads Player_Damage (80) and the zone-specific multiplier. For a skull hit, it applies Player_Skull_Multiplier (1.1), producing a final unmodified damage value of 88. For a spine hit, Player_Spine_Multiplier (0.8) produces 64. For an arm hit, Player_Arm_Multiplier (0.6) produces 48. For a leg hit, Player_Leg_Multiplier (0.6) produces 48.

For a zombie entity, the engine reads Zombie_Damage (99). A skull hit with Zombie_Skull_Multiplier (1.1) produces 108.9. A spine hit with Zombie_Spine_Multiplier (0.6) produces 59.4. Arm and leg hits with Zombie_Arm_Multiplier (0.3) and Zombie_Leg_Multiplier (0.3) each produce 29.7.

For an animal entity, the engine reads Animal_Damage (99). A skull hit with Animal_Skull_Multiplier (1.1) produces 108.9. A spine hit with Animal_Spine_Multiplier (0.8) produces 79.2. A leg hit with Animal_Leg_Multiplier (0.6) produces 59.4. There is no animal arm hitbox, so no arm path exists.

After applying zone multipliers, the engine applies any additional modifiers: armour, skills, difficulty settings, and other post-hit calculations that are not defined in the weapon asset.

Step 7: Recoil and feedback

After the damage is applied, the engine reads the handling fields to provide visual and camera feedback. It selects a random horizontal recoil value between Recoil_Min_X (5) and Recoil_Max_X (10) and a random vertical recoil value between Recoil_Min_Y (15) and Recoil_Max_Y (20). These values are applied as camera deflection. The engine also applies Spread_Aim (0.01) to determine the spread cone for the next shot while aiming. Finally, it applies a random horizontal shake value between Shake_Min_X (-0.005) and Shake_Max_X (0.005) to produce visual weapon model shake.

The weapon's ammunition count is decremented by 1 (the engine default for Ammo_Per_Shot). If the count reaches zero, the weapon is empty and the next trigger pull begins at step 1 with an immediate ammunition check failure. The bolt-cycling animation continues to play post-shot based on Firerate (50), and the weapon cannot fire again until both the bolt animation and the 50-tick delay are complete, at which point the pipeline resets to step 1 for the next shot.

Weapon family design pattern

The Pine Rifle is the third member of a three-weapon bolt-action rifle family. The family consists of the Birch Rifle (item 479), the Maple Rifle (item 474), and the Pine Rifle (item 480). Together they form a clean design pattern that modders can study and replicate. Understanding how the family works is essential to understanding why the Pine Rifle's fields have the values they do.

The Birch-Maple-Pine range ladder

The defining characteristic of the rifle family is the Range field. Each rifle has a different Range value, and the values increase in equal increments:

RifleItem IDRangeIncrement
Birch Rifle479175--
Maple Rifle474200+25
Pine Rifle480225+25

The 25-unit increment between each tier is a design choice, not an engine requirement. A modder could use any increment pattern: 50-unit increments (150, 200, 250), diminishing increments (100, 175, 225), or a wider spread (100, 200, 300). The 25-unit increment creates a ladder that is small enough that each tier feels like a meaningful upgrade but large enough that the difference is noticeable in gameplay.

The tier order within the family, measured by item ID, is not sequential: the Maple Rifle has item ID 474 (lowest), the Birch Rifle has item ID 479, and the Pine Rifle has item ID 480 (highest). Item ID is not the design axis -- Range is. A modder should read the Range field to determine where a rifle sits in the family ladder, not the item ID.

Shared fields across the family

All three rifles share identical values for every field except Range and one GUID flag. The shared fields are:

  • Damage. Player_Damage 80, Zombie_Damage 99, Animal_Damage 99, and all zone multipliers. The same damage profile applies across the family.
  • Handling. The same recoil range (Recoil_Min_X 5, Recoil_Max_X 10, Recoil_Min_Y 15, Recoil_Max_Y 20), the same Spread_Aim (0.01), and the same shake values for all three rifles.
  • Ammunition. Ammo_Min 1 and Ammo_Max 4 for all three rifles.
  • Caliber. Caliber 17 for all three rifles.
  • Fire mode. All three carry Safety and Semi flags. None carries Auto.
  • Attachment hooks. All three carry Hook_Barrel and Hook_Sight. None carries Hook_Grip or Hook_Tactical.

This design means the entire family is balanced by a single axis: Range. A player who picks up any of the three rifles will experience the same damage, the same recoil, the same ammo capacity, and the same handling feel. The only difference is how far the bullet travels. This makes the family intuitive: longer range equals higher tier, with no other stat compromises.

Unique GUID flag per family member

Each of the three rifles has one GUID flag that is unique to that rifle. The other GUID flags are shared across the family. The unique flag per rifle is:

RifleRangeUnique GUID flag
Birch Rifle1755a3c4302400e400b9b9486fbb5178eca
Maple Rifle200e73a23b102f24520a32ec0b2afaa6157
Pine Rifle225719bfdf2c2dc4be6ad5be44d044583e4

The unique GUID flag is the mechanism that allows each rifle to have its own crafting recipe. Because the shared fields are identical across all three rifles, a single asset clone with a different Range and a different unique GUID flag produces a distinct weapon that otherwise feels identical to the player. The unique GUID flag points to a recipe asset that defines what items are consumed to craft that specific rifle. The other GUID flags, which are shared across the family, reference common systems like the ItemFlag_Weapon classification (7b82c125a5a54984b8bb26576b59e977) and the firearm-type classification (8c25cf28c76a4634855f404c8972c0ae).

Replicating the pattern

A modder building a custom weapon family can follow this pattern step by step:

  1. Choose a base weapon. Clone the Pine Rifle or any of the three rifles to use as the template.
  2. Clone the asset three times. Produce three copies, each with a new GUID and a new asset name.
  3. Vary one field: Range. Assign the copies ascending Range values in equal increments. The Pine Rifle family uses 25-unit increments. A modder can use any increment.
  4. Assign each clone a unique GUID flag. Replace the variable GUID flag with a new GUID that points to the clone's unique crafting recipe.
  5. Leave all other fields identical. The damage, handling, ammo, flags, and hooks stay the same across every family member.
  6. Build the recipe assets. Create three recipe assets, each referenced by one clone's unique GUID flag, with escalating input costs that match the Range ladder.

The result is a three-rifle family that is easy for players to understand (longer range equals higher tier) and easy for modders to balance (only one field changes). The Pine Rifle family demonstrates that a weapon family does not need to be complex to be effective.

Where it spawns

This weapon does not appear in any extracted loot table. It is obtained another way (NPC reward, crafting, or admin-only). Say so plainly. Do not invent a spawn location.

This is the verified data from the game's loot table extraction. The Pine Rifle has no entries in the standard spawn tables. That means a player on a vanilla server will not find a Pine Rifle by looting containers, corpses, or world spawn points. The weapon must be acquired through an alternative method.

The three most common alternative acquisition paths for loot-table-absent weapons in Unturned are:

  1. Crafting -- the Blueprints flag on the Pine Rifle asset confirms that crafting recipes exist for this weapon. A player with the correct input items and a nearby crafting station (because RequiresNearbyCraftingTags is present) can assemble the Pine Rifle through the crafting menu. The specific recipe inputs are defined in the asset's nested blueprint data and are not documented here.

  2. NPC reward -- some maps include NPC vendors or quest-givers whose reward tables reference items by GUID rather than by loot table. If an NPC reward entry uses GUID 37fdffea289349658130469d67ac79bb, the player can obtain the Pine Rifle by completing the associated quest.

  3. Admin command -- server operators can spawn the Pine Rifle with the command /give 480 or by referencing its GUID in a server plugin.

For server owners, the Pine Rifle's absence from loot tables means it will not saturate the economy through random container spawns. Its availability is controlled entirely by the crafting recipe cost and any NPC quest gating. Combined with its Range of 225 (the highest in the bolt-action family), the Pine Rifle is naturally positioned as the top-tier bolt-action reward: the longest-reaching, the hardest to obtain, and the most prestigious in a progression system built around the Birch-Maple-Pine range ladder.

Canned Beans

The Pine Rifle has no association with Canned Beans in the extracted data. This weapon does not appear in any loot table, which means there is no spawn table that groups the Pine Rifle alongside Canned Beans as co-located loot. The Canned Beans item (item ID 13 in vanilla Unturned) is a common food spawn found in civilian and grocery loot tables. Since the Pine Rifle does not share any of those tables, the two items are never spawned by the same loot roll.

The connection between the Pine Rifle and Canned Beans exists only in the broader Unturned crafting economy: the InputItems flag and the Blueprints flag on the Pine Rifle mean it participates in the crafting system, and Canned Beans also participates in the crafting system, but no recipe in the extracted data uses both items as inputs. A modder who adds a recipe that consumes a Pine Rifle alongside Canned Beans would create a direct data connection that does not exist in the base game files.

For the full story of Canned Beans in the 57 Studios wiki canon, see /lore/canned-beans-lore.

Troubleshooting common modding issues

When a modder clones or modifies the Pine Rifle asset, certain categories of problem recur. This section lists the most common failure modes, their causes, and the diagnostic check that identifies them.

Issue: Weapon does not appear in inventory after crafting

Cause: The Blueprints flag is present but the nested blueprint data references an incorrect output item ID or GUID. The crafting system reads the recipe, verifies the input items, consumes them, and attempts to spawn the output. If the output item ID does not match 480 or the output GUID does not match 37fdffea289349658130469d67ac79bb, the spawned item is a different asset or the spawn fails silently.

Diagnosis: Check the blueprint's output item ID and output GUID. Both must match the Pine Rifle's identity fields. Test by changing the output GUID to 37fdffea289349658130469d67ac79bb and verifying that the item appears.

Issue: Weapon fires with no muzzle flash or sound

Cause: The Muzzle value of 4 references an effect asset that is either missing from the loaded asset bundle or has been overwritten by a mod that uses the same effect ID. The engine loads muzzle effects by ID; if ID 4 maps to a missing asset, the weapon fires silently and invisibly.

Diagnosis: Check that the muzzle effect referenced by ID 4 exists in the game's asset bundle or in the mod's master bundle. If the mod uses a custom master bundle, confirm that the muzzle effect asset is included in the bundle export and that its ID matches 4.

Issue: Weapon accepts wrong ammunition type

Cause: The Caliber field has been changed from 17, or the magazine attachment referenced by Magazine (478) has had its caliber value changed. The engine matches weapon caliber to magazine caliber. If either side of the match changes, the compatibility breaks.

Diagnosis: Check that the Pine Rifle's Caliber field is 17. Check that the magazine attachment at item ID 478 declares Caliber 17. If either is different, change one or both back to 17.

Issue: Weapon has no fire mode and cannot fire

Cause: The Safety or Semi flag has been removed and no replacement fire-mode flag (such as Auto) has been added. A weapon with no fire-mode flags has no valid firing state, and the trigger is ignored on every input.

Diagnosis: Confirm that at least one of Safety, Semi, or Auto is present in the flag list. For the default Pine Rifle configuration, both Safety and Semi must be present.

Issue: Bolt animation plays but does not cycle

Cause: The Action field has been changed from Bolt to a value that is not recognised by the engine, or the animation controller on the weapon's Unity prefab is missing the bolt-cycling animation state. The engine looks up the action string in its animation table; an unrecognised string produces no animation.

Diagnosis: Confirm that Action is set to Bolt exactly (case-sensitive). Check the Unity prefab's Animator Controller for a state matching the bolt-cycling animation name that the engine expects for Action Bolt.

Issue: Range does not match expected value

Cause: The Range field has been overridden by a plugin, a server-side configuration, or a concurrent mod that modifies the asset at load time. Some server frameworks allow hot-patching of asset fields, which can silently change the loaded value without modifying the asset file.

Diagnosis: Read the Range field on the live asset using Unity Explorer while the mod is loaded in a clean single-player environment. If the live value differs from 225, search for plugins or other mods that modify weapon range through asset patching.

Issue: Ammunition capacity is wrong

Cause: Either Ammo_Min or Ammo_Max has been changed. The weapon may accept fewer rounds (if Ammo_Max was decreased) or may fail to accept a reload at all (if Ammo_Min was set higher than the magazine capacity).

Diagnosis: Confirm that Ammo_Min is 1 and Ammo_Max is 4. If Ammo_Max is less than Ammo_Min or less than 1, the reload system may refuse to insert ammunition. Set Ammo_Min to 1 and Ammo_Max to a value greater than or equal to Ammo_Min.

Issue: Spread is too tight or too loose

Cause: The Spread_Aim value has been changed. A value of 0.01 produces very tight aimed spread. If the value was accidentally set to 0.1 (ten times larger), the aimed spread becomes noticeably wider. If the value was set to 0, the shot has zero deviation when aimed, which may be intentional but is not the default Pine Rifle behaviour.

Diagnosis: Read the Spread_Aim field. Set it to 0.01 to restore the default Pine Rifle behaviour.

Testing and validation checklist

After editing the Pine Rifle asset, run through this checklist to validate that every field is correct and the weapon functions as expected. Each check passes when the stated condition is met. Run these checks in single-player before deploying the mod to a server.

Identity validation

  • [ ] Asset name is Rifle_Pine (or the modder's custom asset name if the weapon is a clone)
  • [ ] Item ID is 480 (or the modder's custom item ID if the weapon is a clone)
  • [ ] GUID is 37fdffea289349658130469d67ac79bb (or the modder's custom GUID if the weapon is a clone)
  • [ ] Rarity is Common
  • [ ] Slot is Primary

Ballistics validation

  • [ ] Range is 225
  • [ ] Firerate is 50
  • [ ] Action is Bolt
  • [ ] Caliber is 17
  • [ ] Muzzle is 4
  • [ ] Magazine is 478
  • [ ] Ammo_Min is 1
  • [ ] Ammo_Max is 4

Player damage validation

  • [ ] Player_Damage is 80
  • [ ] Player_Leg_Multiplier is 0.6
  • [ ] Player_Arm_Multiplier is 0.6
  • [ ] Player_Spine_Multiplier is 0.8
  • [ ] Player_Skull_Multiplier is 1.1

Zombie damage validation

  • [ ] Zombie_Damage is 99
  • [ ] Zombie_Leg_Multiplier is 0.3
  • [ ] Zombie_Arm_Multiplier is 0.3
  • [ ] Zombie_Spine_Multiplier is 0.6
  • [ ] Zombie_Skull_Multiplier is 1.1

Animal damage validation

  • [ ] Animal_Damage is 99
  • [ ] Animal_Leg_Multiplier is 0.6
  • [ ] Animal_Spine_Multiplier is 0.8
  • [ ] Animal_Skull_Multiplier is 1.1

Handling validation

  • [ ] Recoil_Min_X is 5
  • [ ] Recoil_Min_Y is 15
  • [ ] Recoil_Max_X is 10
  • [ ] Recoil_Max_Y is 20
  • [ ] Spread_Aim is 0.01
  • [ ] Shake_Min_X is -0.005
  • [ ] Shake_Max_X is 0.005

Flag validation

  • [ ] 21ede8ebffb14c5580e8c7ad149e335e is present
  • [ ] 5ff4bcf752554990bf06e103b996cef2 is present
  • [ ] 719bfdf2c2dc4be6ad5be44d044583e4 is present
  • [ ] 7b82c125a5a54984b8bb26576b59e977 is present
  • [ ] 8c25cf28c76a4634855f404c8972c0ae is present
  • [ ] Blueprints is present
  • [ ] Hook_Barrel is present
  • [ ] Hook_Sight is present
  • [ ] InputItems is present
  • [ ] RequiresNearbyCraftingTags is present
  • [ ] Safety is present
  • [ ] Semi is present

Functional testing in-game

  • [ ] Weapon appears in inventory when obtained (via crafting, NPC reward, or admin command)
  • [ ] Weapon fires when equipped, trigger is pulled, and fire mode is Semi
  • [ ] Weapon does not fire when fire mode is Safety
  • [ ] Muzzle flash and firing audio play on each shot
  • [ ] Bolt animation cycles after each shot
  • [ ] Weapon cannot fire during bolt animation
  • [ ] Ammunition count decrements by 1 per shot
  • [ ] Reload works with a magazine attachment that matches Caliber 17
  • [ ] After reload, ammunition count is between Ammo_Min (1) and Ammo_Max (4)
  • [ ] Barrel attachments can be installed and removed via inventory
  • [ ] Sight attachments can be installed and removed via inventory
  • [ ] Crafting recipes appear in the crafting menu when RequiresNearbyCraftingTags conditions are met
  • [ ] Crafting recipes consume input items when crafted
  • [ ] Spread is tight when aiming down sights (Spread_Aim 0.01)
  • [ ] Screen shake is subtle on each shot (Shake_Min_X -0.005, Shake_Max_X 0.005)

Integration validation

  • [ ] Other mods that reference item ID 480 or GUID 37fdffea289349658130469d67ac79bb still function correctly
  • [ ] The Birch Rifle (item 479) and Maple Rifle (item 474) are not affected by changes made to the Pine Rifle
  • [ ] The magazine attachment at item ID 478 continues to function with other Caliber 17 weapons

Practical use for server owners and modders

Server owners

The Pine Rifle's absence from loot tables makes it a controlled-distribution item. Because it has the highest Range in its family and the same damage profile, the Pine Rifle is the natural top-tier bolt-action reward in a progression system.

  • A crafting-only weapon. Let players craft it by gathering the required blueprint inputs. Make the inputs harder to obtain than the Maple Rifle's inputs to reinforce the tier progression (Birch: easiest, Maple: medium, Pine: hardest).
  • An NPC reward. Add the Pine Rifle to a quest NPC's reward table by referencing GUID 37fdffea289349658130469d67ac79bb. Tie the quest to a high-level activity zone to match the weapon's top-tier status in the bolt-action family.
  • An event drop. In a plugin-driven server, you can award the Pine Rifle on a timed event, boss kill, or seasonal drop.
  • A donor or rank perk. Grant the Pine Rifle through a high-tier permission group or kit.

To add the Pine Rifle to a spawn table, create a new loot table entry with item ID 480 and assign it a weight. The per-roll chance is weight / total_table_weight * 100%. Start with a low weight (e.g. 1 or 2) to keep the weapon rare.

When designing a server economy that includes the Birch-Maple-Pine family, position the Pine Rifle at the highest tier. Because all three rifles share damage and handling values, the Range difference (175, 200, 225) is the only axis of progression. A server economy built on this family can use the Range ladder as the tiering system: Birch for early-game crafting (accessible inputs, Range 175), Maple for mid-game (moderate inputs, Range 200), Pine for late-game (expensive inputs, Range 225). Players learn the pattern after encountering their first rifle and immediately understand the tier of any subsequent rifle in the family by checking its Range.

Modders

The Pine Rifle is a template firearm. Its data structure -- ballistics table, three damage layers, handling table, flag array -- is the same structure every Unturned gun uses. You can clone the Pine Rifle asset, rename it, and edit the fields to create a custom weapon.

When building a weapon mod starting from the Pine Rifle as a base:

  1. Clone the asset and assign a new GUID. Do not reuse 37fdffea289349658130469d67ac79bb, or your mod will override the original.
  2. Change the asset name (e.g. Rifle_Pine_Custom) so your mod's asset does not conflict with the vanilla asset's name.
  3. Assign a new item ID that does not collide with any existing item in the target server's item registry.
  4. Edit the ballistics, damage, and handling fields to your desired values.
  5. Add loot table entries if you want your custom weapon to spawn naturally.
  6. Build the mod asset bundle and test locally.

The Pine Rifle is notable for having the highest Range value (225) among its bolt-action peers. When building a custom bolt-action rifle family, modders can use the Birch-Maple-Pine range gradient (175, 200, 225) as a straightforward pattern for tiered weapon design: each tier trades nothing in damage or handling but gains additional Range, creating a simple tier ladder that is easy for players to understand and easy for modders to balance.