Quadbarrel Weapon Reference
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This page is a complete data reference for the Quadbarrel weapon asset in Unturned -- item ID 1436, GUID 28bfc446b42645a9a452abe34182edbf. It documents every field the game file defines: ballistic parameters, per-zone damage multipliers for players, zombies, and animals, handling recoil and spread characteristics, the full item flag set, and the crucial fact that the Quadbarrel does not appear in any extracted loot table. The values on this page come directly from the extracted asset data; no number is estimated or derived beyond what the game file itself computes.
This is a data reference article, not a play guide. You will not find shots-to-kill estimates, time-to-kill calculations, or attachment recommendations here. What you will find is every number the asset declares, explained field by field, so you can read the data, understand what each value controls, and make informed changes in your own mods.
Asset identity
| Field | Value |
|---|---|
| Asset name | Quadbarrel |
| Item ID | 1436 |
| GUID | 28bfc446b42645a9a452abe34182edbf |
| Rarity | Epic |
| Slot | Secondary |
Rarity
Epic items get a purple-tinted name in the inventory UI. The rarity ladder runs: Common (white), Uncommon (green), Rare (blue), Epic (purple), Legendary (gold), Mythical (red). The Quadbarrel at Epic is two tiers above the Masterkey and Sawed-Off (both Uncommon) and one tier above the Bulldog (Rare).
Epic is the second-highest standard rarity tier. The game treats Epic items as premium finds -- they are intended to be scarce and desirable. The Quadbarrel's Epic rarity, combined with its absence from loot tables, positions it as an aspirational endgame Secondary weapon.
Rarity is a metadata tag. It does not directly set damage or range values. A Rare weapon can outperform an Epic weapon in raw numbers -- the rarity label describes intended scarcity and prestige, not combat effectiveness.
Slot
The Quadbarrel occupies the Secondary weapon slot. Like the Sawed-Off, it is a shotgun compact enough to fit in the Secondary slot, allowing simultaneous carry with a Primary weapon. A player can run a long-range rifle in Primary and the Quadbarrel in Secondary, covering both engagement distances without inventory management.
The combination of Epic rarity, Secondary slot, and three attachment hooks (see flags section) makes the Quadbarrel the most feature-rich Secondary-slot shotgun in this reference series.
The in-game description reads: American shotgun chambered in 12 Gauge Shells. The Quadbarrel uses 12 Gauge (Caliber 8), which is a heavier-gauge shell than the 20 Gauge (Caliber 16) used by the Masterkey and Sawed-Off.
Relationship to the other break-action shotguns
The Quadbarrel shares key fields with the Masterkey and Sawed-Off but is not a direct variant of either:
| Field | Masterkey | Sawed-Off | Quadbarrel |
|---|---|---|---|
| Caliber | 16 (20 Gauge) | 16 (20 Gauge) | 8 (12 Gauge) |
| Magazine | 381 | 381 | 113 |
| Ammo_Max | 2 | 2 | 8 |
| Player_Damage | 40 | 50 | 43 |
| Multiplier set | Standard | Unique | Standard |
| Hooks | Tactical only | Tactical only | Grip + Sight + Tactical |
| Rarity | Uncommon | Uncommon | Epic |
| Loot tables | 30 | 0 | 0 |
The Quadbarrel shares the Masterkey's multiplier set (0.7/0.7/0.8/1.2) and the Sawed-Off's handling profile (identical recoil and spread values), but uses its own calibre, magazine, and damage base. It is not a crafted variant of the Masterkey in the same way the Sawed-Off is -- it is a distinct weapon with its own asset identity.
Ballistics
| Field | Value |
|---|---|
| Range | 20 |
| Firerate | 5 |
| Action | Break |
| Caliber | 8 |
| Muzzle | 4 |
| Magazine | 113 |
| Ammo_Min | 1 |
| Ammo_Max | 8 |
Range
Range 20 is the minimum value shared by the Quadbarrel and the Sawed-Off. Both are shorter than the Masterkey's Range of 30. The Quadbarrel is a close-range weapon despite its Epic rarity -- the short range is a deliberate balance constraint. A weapon with high damage, Epic rarity, and long range would be difficult to counter.
The engine uses Range for damage falloff and projectile culling. At Range 20, the Quadbarrel's effective envelope is the same as the Sawed-Off's: point-blank to short range.
Firerate
Firerate 5 matches the Masterkey and Sawed-Off. Despite having four barrels, the break-action mechanism imposes the same tick gap. The engine does not model firing all four barrels simultaneously or in rapid sequence -- the Firerate value is the same as a single-barrel or double-barrel break-action weapon.
A modder wanting to model four rapid barrel discharges could lower Firerate to 1 or 2 to make the Quadbarrel fire faster than other break-action shotguns. The weapon would still use the Break animation set, so the animation would look too fast for the model, but the mechanical firerate would change.
Action
Break matches the other two shotguns. Four barrels open as a unit in the break-action animation.
Caliber
Caliber 8 corresponds to 12 Gauge Shells. This is different from the 20 Gauge (Caliber 16) used by the Masterkey and Sawed-Off. Any ammo box or magazine with Caliber 8 can feed the Quadbarrel. A player carrying a Quadbarrel needs 12 Gauge Shells specifically; 20 Gauge Shells will not work despite the weapons sharing the same description template.
The Caliber integer is the sole determinant of ammo compatibility. Changing the Quadbarrel's Caliber to 16 would make it use 20 Gauge Shells, sharing ammo with the Masterkey and Sawed-Off. Changing it to any other number makes it compatible with ammunition using that Caliber value.
Muzzle
Muzzle 4 matches the Masterkey and Sawed-Off. All three break-action shotguns share the same muzzle flash and firing sound, despite the Quadbarrel having four barrels and the others having one or two.
Magazine
Magazine 113 is a different item ID from the Masterkey Magazine (381). The Quadbarrel uses its own dedicated magazine. This is an important independence: the Quadbarrel's magazine is not shared with any other weapon in this reference series. Changes to item 113 affect only the Quadbarrel; changes to item 381 affect the Masterkey and Sawed-Off.
Item 113 is presumably a four-shell loading system or a specialised magazine designed for the quad-barrel breech. Its exact capacity is defined in the magazine asset, not in the weapon asset.
Ammo_Min and Ammo_Max
Ammo_Min of 1 and Ammo_Max of 8 give the Quadbarrel the widest ammo range of the shotguns in this series. The Masterkey and Sawed-Off both use 1 to 2. The Quadbarrel's 8 maximum is four times larger, which makes sense for a four-barrel weapon -- the engine allows up to 8 shells pre-loaded, possibly 2 per barrel.
The wide range (1 to 8) means the Quadbarrel's initial utility on pickup is highly variable. Finding one with 1 shell loaded makes it nearly useless until the player sources 12 Gauge Shells. Finding one with 8 shells makes it immediately powerful.
Since the Quadbarrel does not appear in any loot table (see spawn section), these values are dormant in the vanilla game. They become relevant only when a modder adds the Quadbarrel to a spawn table or when an admin manually places the weapon.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 43 |
| Player_Leg_Multiplier | 0.7 |
| Player_Arm_Multiplier | 0.7 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.2 |
The Quadbarrel's Player_Damage of 43 sits between the Masterkey (40) and the Sawed-Off (50). The multiplier set matches the Masterkey's standard shotgun multipliers: 0.7 limbs, 0.8 spine, 1.2 skull.
How the Quadbarrel's damage compares
| Weapon | Player_Damage | Skull multiplier | Skull damage | Limb damage |
|---|---|---|---|---|
| Masterkey | 40 | 1.2 | 48 | 28 |
| Quadbarrel | 43 | 1.2 | 51.6 | 30.1 |
| Sawed-Off | 50 | 1.1 | 55 | 40 (leg), 45 (arm) |
The Quadbarrel occupies the middle ground. It hits harder than the Masterkey (base 43 vs 40) but not as hard as the Sawed-Off (base 50). Its limb hit performance (30.1) is worse than the Sawed-Off's (40-45) because the Quadbarrel uses the standard 0.7 limb multipliers while the Sawed-Off uses the more forgiving 0.8/0.9 set.
The Quadbarrel rewards headshots more than the Sawed-Off (1.2x multiplier vs 1.1x) but hits limbs less hard. It is a precision-oriented shotgun compared to the Sawed-Off's forgiveness-oriented profile.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 43) |
|---|---|---|
| Skull | 1.2 | 51.6 |
| Spine | 0.8 | 34.4 |
| Arm | 0.7 | 30.1 |
| Leg | 0.7 | 30.1 |
The damage values include decimal components: 51.6, 34.4, 30.1. These are the exact products of 43 multiplied by each multiplier with no rounding applied. The engine may round these values internally; the extracted asset data presents the raw computed products.
Modder interpretation
Player_Damage of 43 is a deliberate middle value. It is higher than the Uncommon Masterkey's 40 but lower than the Uncommon Sawed-Off's 50. Combined with the standard multiplier set and Epic rarity, the Quadbarrel is positioned as a premium weapon that rewards skull hits and punishes limb hits.
If you want the Quadbarrel to feel more Epic: raise Player_Damage toward 55 or 60. The skull damage at 1.2x would become 66 or 72, significantly above the Sawed-Off's 55.
If you find the Quadbarrel outperforming Primary weapons when carried in the Secondary slot: lower Player_Damage toward 35 or 38. This keeps it above the Masterkey in base damage but prevents it from overshadowing dedicated Primary shotguns.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 43 |
| Zombie_Leg_Multiplier | 0.7 |
| Zombie_Arm_Multiplier | 0.7 |
| Zombie_Spine_Multiplier | 0.8 |
| Zombie_Skull_Multiplier | 1.2 |
The zombie damage block is identical to the player damage block. Zombie_Damage is 43, and every multiplier matches. The Quadbarrel has no PvE bias -- it performs the same against zombies as against players.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 43) |
|---|---|---|
| Skull | 1.2 | 51.6 |
| Spine | 0.8 | 34.4 |
| Arm | 0.7 | 30.1 |
| Leg | 0.7 | 30.1 |
Identical to the player table. The Quadbarrel, like the Masterkey, is a "flat" weapon across PvE and PvP. Any balance change to one table should be mirrored in the other unless you specifically want asymmetrical performance.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 43 |
| Animal_Leg_Multiplier | 0.7 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.2 |
Animal damage matches the other two tables. Same base, same multipliers across three zones. No arm multiplier because animal rigs lack arm hitboxes.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 43) |
|---|---|---|
| Skull | 1.2 | 51.6 |
| Spine | 0.8 | 34.4 |
| Leg | 0.7 | 30.1 |
The Quadbarrel is universally effective -- no target-type specialisation. A modder creating a hunting variant would raise Animal_Damage independently. A modder wanting the Quadbarrel to be weak against wildlife (four barrels of 12 Gauge is overkill for a deer) could lower Animal_Damage to 20 or 25.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -16 |
| Recoil_Min_Y | 47 |
| Recoil_Max_X | 17 |
| Recoil_Max_Y | 52 |
| Spread_Aim | 0.7 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Identical profile to the Sawed-Off
Every handling field on the Quadbarrel matches the Sawed-Off exactly. The two weapons have identical recoil ranges, identical spread, and identical screen shake. Despite the Quadbarrel having four barrels and the Sawed-Off having two, the engine treats their handling as the same.
This means the decision between the Quadbarrel and the Sawed-Off as a Secondary-slot shotgun comes down to:
- Damage profile (43 base with standard multipliers vs 50 base with forgiving multipliers)
- Ammo type (12 Gauge vs 20 Gauge)
- Magazine independence (dedicated magazine 113 vs shared magazine 381)
- Attachment options (three hooks vs one)
- Rarity and acquisition method (Epic crafting vs Uncommon crafting)
- Availability (both have no loot table spawns)
The handling feel is the same. If you fire both weapons back to back, the recoil is identical. The weapon you choose depends on damage preference, ammo logistics, and attachment needs -- not on controllability.
Recoil detail
The Y recoil of 47 to 52 is slightly harsher than the Masterkey's 45 to 50 (2 units higher per boundary). The X recoil of -16 to 17 is slightly wider than the Masterkey's -15 to 15 (1-2 units wider per boundary).
The X range is asymmetric: -16 to 17. The rightward maximum is 1 unit further than the leftward. Over sustained fire, the aim point has a subtle rightward drift in addition to the vertical climb. This matches the Sawed-Off's asymmetry.
Spread_Aim
Spread_Aim of 0.7 is the universal shotgun spread value in this reference series. The Masterkey, Sawed-Off, and Quadbarrel all use 0.7. None of the break-action shotguns vary their spread cone -- the spread value is a constant across the family.
Screen shake
Shake_Min_X of -0.005 and Shake_Max_X of 0.005 -- the universal shotgun shake, shared by all three break-action shotguns. No Shake_Y fields.
Item flags
| Flag | Category | Meaning |
|---|---|---|
7b82c125a5a54984b8bb26576b59e977 | Blueprint GUID | A blueprint or crafting recipe linked to this weapon |
e73a23b102f24520a32ec0b2afaa6157 | Blueprint GUID | A second blueprint or crafting recipe linked to this weapon |
Blueprints | Crafting | The asset participates in blueprint-based crafting |
Hook_Grip | Attachment | A grip attachment slot is available |
Hook_Sight | Attachment | A sight/optic attachment slot is available |
Hook_Tactical | Attachment | A tactical attachment slot is available |
InputItems | Crafting | The weapon accepts items as crafting inputs |
OutputItems | Crafting | The weapon produces items as crafting outputs |
RequiresNearbyCraftingTags | Crafting | Crafting operations need nearby tagged objects |
Safety | Fire mode | The weapon has a safety mode (no fire) |
Semi | Fire mode | The weapon supports semi-automatic fire |
[, ], {, } | Delimiters | Structural markers used internally by the asset parser |
Attachment hooks -- the most complete set
The Quadbarrel has three attachment hooks: Hook_Grip, Hook_Sight, and Hook_Tactical. This is the most complete set among the four weapons in this reference series:
| Weapon | Barrel | Grip | Sight | Tactical | Total hooks |
|---|---|---|---|---|---|
| Bulldog | Yes | Yes | Yes | No | 3 |
| Masterkey | No | No | No | Yes | 1 |
| Sawed-Off | No | No | No | Yes | 1 |
| Quadbarrel | No | Yes | Yes | Yes | 3 |
The Quadbarrel matches the Bulldog for total hook count (3 each) but with a different combination. The Bulldog has barrel + grip + sight (no tactical). The Quadbarrel has grip + sight + tactical (no barrel).
The missing Hook_Barrel makes sense for a sawed-off-style weapon: the barrels are cut short with no threading or lug for muzzle attachments. But unlike the Masterkey and Sawed-Off (which offer only a tactical slot), the Quadbarrel provides a full grip and sight rail, making it the most customisable break-action shotgun.
A modder wanting the Quadbarrel to accept barrel attachments would add Hook_Barrel to the flag list, bringing the hook count to four. Whether a suppressor on four sawed-off barrels looks correct is a model concern, not a mechanical one -- the engine would allow it.
Two blueprint GUIDs
The Quadbarrel carries 7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157 -- the same two GUIDs that appear on the Masterkey. The Sawed-Off adds a third GUID; the Quadbarrel does not.
This means the Quadbarrel shares two blueprints with the Masterkey but does not have a third, Quadbarrel-specific blueprint. The two shared GUIDs likely represent family-wide recipes (ammunition crafting, base assembly, or something that applies to multiple break-action shotguns). The Quadbarrel does not have a dedicated "build the Quadbarrel" blueprint in this extraction -- or if it does, it is referenced through one of the two shared GUIDs rather than through a dedicated GUID.
Crafting flags
InputItems and OutputItems are both present. The Quadbarrel can be consumed by and produced by blueprint recipes. RequiresNearbyCraftingTags means a tagged crafting station is needed.
The Blueprints flag enables blueprint participation. If this flag is removed, none of the GUID-linked blueprints can reference the Quadbarrel.
Fire mode flags
Semi and Safety. No Auto. Break-action weapons are inherently semi-automatic.
Where the Quadbarrel spawns
This weapon does not appear in any extracted loot table. It is obtained another way (NPC reward, crafting, or admin-only).
The extraction results
The extraction process scanned every spawn table definition across every map. Item ID 1436 (Quadbarrel) was not found in any table. The absence is confirmed.
A weapon with zero loot table entries is invisible to the world-generation system. Loot nodes never produce it. Crates, bodies, supply drops, and deadzone containers never contain it. No map, no loot tier, no spawn location.
How the Quadbarrel is acquired
Crafting: The two blueprint GUIDs (7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157) point to blueprint assets that may produce the Quadbarrel. One of these blueprints likely has the Quadbarrel (item 1436) in its output list. The recipe's input requirements are defined in the blueprint asset, not in the weapon asset.
To find the exact recipe, a modder searches the game files for the GUID strings and reads the resulting blueprint assets. The input list will specify which item IDs and quantities are consumed; the output list will specify item 1436 as the product.
NPC reward: Some NPC vendors or quest-givers may give the Quadbarrel as a quest completion reward. NPC inventories are defined in separate NPC data files, not in spawn tables, and are not part of this extraction.
Admin-only: A server admin can spawn the Quadbarrel with console commands using item ID 1436. This is the fastest way to get the weapon into a player's hands for testing or event purposes.
Why the Quadbarrel has no spawns
The Quadbarrel's Epic rarity and no-spawn status work together as a progression gate. The weapon is powerful enough (43 base damage, three attachment hooks, Secondary slot) that placing it in loot tables would make it a high-value random find. Gating it behind crafting or NPC rewards ensures the player must invest effort to earn it.
This is different from the Masterkey, which is Uncommon and spawns in 30 loot tables. The Masterkey is a common find; the Quadbarrel is a crafted premium. The Sawed-Off is also crafted but at Uncommon rarity; the Quadbarrel is the Epic-tier crafted option.
Modder options
Add to loot tables: Add item ID 1436 to one or more spawn tables with an appropriately low weight for Epic rarity. A weight of 1-3 in a 100-weight weapon sub-table gives 1-3% chance. A weight of 1 in a high-tier airdrop or deadzone table makes it a rare premium drop. Avoid adding it to common camp or farm tables at high weights -- that undermines the Epic tier.
Modify crafting cost: Edit the blueprint asset that produces the Quadbarrel. Decrease input quantities to make it cheaper (more accessible). Increase input quantities to make it more expensive (preserving premium status). Change which station tags are required to move the crafting location.
Make it a world drop on a specific map: Add item ID 1436 to a single map's high-tier table and nowhere else. The Quadbarrel becomes a map-specific reward for players who explore that map's dangerous locations.
Canned Beans
The Quadbarrel's asset data does not reference Canned Beans. The weapon has no loot table entries, so there is no spawn ecosystem for bean adjacency analysis. The crafting blueprints (two shared GUIDs) are weapon-family recipes and do not involve food items as inputs or outputs.
The Quadbarrel and Canned Beans occupy entirely separate regions of the Unturned asset graph. The weapon exists in the Epic crafting and NPC reward space; beans exist in the civilian food loot space. A player seeking beans will find them in camp kitchens and grocery stores. A player seeking a Quadbarrel will find it at a crafting station after gathering materials. The two activities never overlap.
For the full history of Canned Beans across the Unturned wiki, see the Canned Beans lore page.
Practical use for server owners and modders
The Quadbarrel as a crafted prestige weapon
The combination of Epic rarity, Secondary slot, three attachment hooks, dedicated magazine, and zero loot table spawns positions the Quadbarrel as an aspirational item. Players work toward it rather than stumble upon it.
To preserve this identity:
- Keep the crafting cost high in the blueprint asset. The Quadbarrel should cost more materials than the Sawed-Off (which is only Uncommon).
- Ensure the
RequiresNearbyCraftingTagsstation is not trivially accessible. Place the required crafting station in a mid-to-late-game area. - Do not add the Quadbarrel to loot tables, or add it only to high-tier exclusive tables (airdrop, deadzone, boss drops) at very low weights.
To make the Quadbarrel more accessible (for a faster-paced server):
- Reduce the blueprint's material cost.
- Add it to mid-tier
_Gunssub-tables at 2-5% weight. - Add it to faction-specific tables (Exterminators, Militia) as a faction reward weapon.
Damage tuning for Epic tier justification
The Quadbarrel's Player_Damage of 43 is higher than the Uncommon Masterkey's 40 but lower than the Uncommon Sawed-Off's 50. If players on your server feel the Quadbarrel does not justify its Epic rarity:
Option 1 -- raise base damage: set Player_Damage to 52 or 55. The Quadbarrel now out-damages the Sawed-Off at every hit zone, justifying the higher rarity tier.
Option 2 -- adjust the multiplier curve: keep base damage at 43 but raise Player_Skull_Multiplier to 1.4 or 1.5. Skull damage becomes 60.2 or 64.5, making the Quadbarrel a high-skill weapon where headshots are dramatically more valuable than bodyshots. This differentiates it from the Sawed-Off's "forgiving spread" identity.
Option 3 -- combine both: raise base damage to 48 and skull multiplier to 1.3. Skull damage becomes 62.4, a significant step above the Sawed-Off's 55.
The Quadbarrel uses the Masterkey's multiplier set (0.7/0.7/0.8/1.2). Adopting the Sawed-Off's more forgiving set (0.8/0.9/1.0/1.1) would change the weapon's identity from precision-oriented to forgiveness-oriented. The choice depends on whether you want the Quadbarrel to reward accuracy (keep standard set) or to be an upgrade that makes every hit count (switch to Sawed-Off set).
Attachment balance implications
Three hooks on a Secondary-slot weapon is powerful. A player can mount:
- A grip (reduces recoil)
- A sight (may reduce Spread_Aim or provide zoom)
- A tactical device (laser for hip-fire accuracy, flashlight for visibility)
These attachments stack. A fully kitted Quadbarrel with a grip, a red dot sight, and a laser is a compact powerhouse. Server operators should be aware that attachment availability affects the Quadbarrel's effective power level more than it affects the Masterkey or Sawed-Off (both single-hook weapons).
To limit this: remove one or more hook flags from the Quadbarrel's flag list. Removing Hook_Grip leaves only sight and tactical. Removing Hook_Sight leaves grip and tactical. Removing both leaves only tactical, making the Quadbarrel match the Masterkey and Sawed-Off in hook count.
Magazine independence
The Quadbarrel uses Magazine 113, which is unique to this weapon. No other weapon shares this magazine. This gives you full control over the Quadbarrel's capacity without affecting any other weapon.
To change the Quadbarrel's capacity: edit Magazine item 113's capacity field. Setting it to 4 gives one shell per barrel. Setting it to 8 gives two shells per barrel (matching Ammo_Max of 8). Setting it to 2 makes it a two-shell weapon despite having four barrels -- mechanically odd but valid.
The Ammo_Max value of 8 on the weapon asset should generally match or be slightly higher than the magazine's capacity for a consistent spawn experience. If the magazine holds 4 shells, Ammo_Max of 8 means the weapon can spawn with up to 8 shells loaded -- more than the magazine holds, which would be a bug.
Caliber swap
To change the Quadbarrel from 12 Gauge (Caliber 8) to 20 Gauge (Caliber 16):
- Change the Quadbarrel's
Caliberto16. - Change Magazine item
113's Caliber to16. - The Quadbarrel now uses 20 Gauge Shells, sharing ammo with the Masterkey and Sawed-Off.
This makes ammo logistics easier for players who carry multiple shotguns, but it also makes the Quadbarrel less distinct. The separate calibre (8 vs 16) is one of the Quadbarrel's differentiating features; removing it reduces weapon diversity.
Adding to spawn tables
Item ID 1436 with an appropriate weight. For Epic rarity, aim for 0.5-2% chance per roll in a high-tier table, or 3-5% in a curated weapon sub-table. Avoid weights above 10% unless you want the Quadbarrel to be common.
Recommended table placements:
Military_High_Gunsor equivalent high-tier military weapon sub-tables (1-3% weight).- Airdrop or care package tables (2-5% weight -- airdrops are rare events, so a higher per-roll chance is balanced by infrequent rolls).
- Deadzone tables (2-5% -- deadzones require radiation gear, gating access).
- Boss or special-encounter loot tables (5-10% -- one-time or rare encounters justify higher odds).
Avoid camp, farm, or low-tier military tables. An Epic weapon in a camp crate at 25% rate flattens the item rarity curve.
Resolving the two blueprint GUIDs
Search game files for:
7b82c125a5a54984b8bb26576b59e977e73a23b102f24520a32ec0b2afaa6157
The resulting blueprint assets define what the Quadbarrel crafts into and what crafts into the Quadbarrel. To make the Quadbarrel craftable from a Masterkey (mirroring the Sawed-Off pattern), create a new blueprint asset with:
- Input: Masterkey (item 380), plus additional materials
- Output: Quadbarrel (item 1436)
- Station tags: as desired
- Assign it a new GUID and add that GUID to the Quadbarrel's flag list.
How the engine handles a weapon with zero loot table spawns
Even with no spawn table entries, the Quadbarrel is a fully loaded asset. The engine:
- Parses the
.assetfile and registers item ID1436under GUID28bfc446b42645a9a452abe34182edbf. - Makes it available for blueprint resolution (the two GUIDs point to blueprint assets).
- Allows console commands to spawn it (
/give 1436). - Allows NPC vendors to stock it if their inventory data references item 1436.
- Allows map designers to place it as a static world object.
The weapon is not "unfinished" or "missing data." It is a complete, functional weapon whose only gap is the bridge to the loot spawning system. Adding a spawn table entry is the sole change needed to make it appear in the world.
When crafted through a blueprint, the Ammo_Min and Ammo_Max values (1 and 8) are not used. A crafted weapon typically spawns with zero ammunition. The player must load 12 Gauge Shells from their inventory after crafting.
Common mistakes when editing the Quadbarrel
- Setting
Ammo_Maxhigher than the magazine capacity: Magazine113defines how many shells the Quadbarrel holds. If the magazine capacity is4butAmmo_Maxis8, a world-placed Quadbarrel could spawn with 8 shells loaded -- more than the magazine can physically hold. This is a data inconsistency. MatchAmmo_Maxto the magazine's capacity for coherent spawn behaviour. - Adding
Hook_Barrelwithout a barrel model: The Quadbarrel has sawed-off barrels with no threading. AddingHook_Barreltechnically allows barrel attachments, but the weapon model may not have attachment points for them. A suppressor would float in front of the barrels. Test visually after adding hooks to weapons without matching model geometry. - Setting
Player_Damageto a round number without checking computed values: The Quadbarrel's base of43produces decimal damages (51.6,34.4,30.1). If you change base damage to40(a round number), the computed values become48,32,28-- also round. If you change it to45, you get54,36,31.5. The engine handles decimals; round numbers are for human readability, not engine requirements. - Removing all attachment hooks: The Quadbarrel's three hooks are one of its defining features. Removing them all makes it functionally identical to a Sawed-Off in attachment terms, removing a key differentiator. Delete hooks deliberately, not accidentally.
- Switching multiplier sets without checking the weapon's identity: The Quadbarrel uses the Masterkey's standard set (
0.7/0.7/0.8/1.2). Switching to the Sawed-Off's forgiving set changes the weapon from precision-oriented to forgiveness-oriented. Decide which identity you want before touching the multipliers.
The weapon family structure
The four weapons in this reference series form a loose family connected by calibre, magazine, and blueprint relationships:
Masterkey (380)
- Caliber 16 (20 Gauge)
- Magazine 381 (shared with Sawed-Off)
- Spawns in 30 loot tables
- Uncommon, Primary
|
+-- [Blueprint: saw off barrel]
| Sawed-Off (1143)
| - Caliber 16 (20 Gauge) -- same as Masterkey
| - Magazine 381 -- same as Masterkey
| - Higher damage, shorter range, Secondary slot
| - No loot table spawns
| - Uncommon
|
+-- [Shared blueprints]
Quadbarrel (1436)
- Caliber 8 (12 Gauge) -- different from Masterkey
- Magazine 113 -- independent
- Mid damage, mid range, Secondary slot
- Three attachment hooks
- No loot table spawns
- EpicThe Bulldog (1369) is not part of this family. It uses Caliber 34, its own Magazine 1371, and appears in military/militia tables rather than camp/farm tables.
The Quadbarrel shares blueprint GUIDs with the Masterkey but uses different calibre and magazine. This suggests the shared blueprints are for something other than direct conversion -- possibly ammo crafting or a shared crafting station operation -- rather than a "Masterkey to Quadbarrel" recipe.
Understanding attachment hook combinations
The Quadbarrel's three hooks (Grip + Sight + Tactical) open specific gameplay modifications:
- Grip: Reduces recoil. On a weapon with Y recoil of
47-52, a grip that reduces recoil by X% makes sustained fire more controllable. This is the most stat-relevant attachment for the Quadbarrel. - Sight: Provides zoom or a cleaner sight picture. Does not change weapon stats but improves the player's ability to place shots. With
Spread_Aimof0.7, a sight helps the player centre the wide cone on a target. - Tactical: Laser (tightens hip-fire spread) or flashlight (illumination). Neither affects the values in the weapon asset; laser spread reduction is handled by the tactical attachment asset itself.
A fully kitted Quadbarrel with a grip, a red dot sight, and a laser is the most customisable Secondary-slot weapon in this dataset. A modder should be aware of how these attachments compound and test the weapon with all three slots filled before releasing balance changes.
Snapshotting and testing
cp Quadbarrel.asset Quadbarrel_v1.assetTesting a weapon with no spawn tables requires using one of:
/give 1436from the console.- Temporary spawn table addition on a local test server.
- Crafting through the blueprint system.
Test the Quadbarrel with and without attachments. The three hooks change the weapon's effective stats, and balance that works for the base weapon may not work when a grip and sight are attached. Test both configurations.
Final note on the four-weapon dataset
These four articles -- Bulldog, Masterkey, Sawed-Off, Quadbarrel -- cover the range of weapon asset configurations a modder will encounter: weapons with and without loot table spawns, weapons that share magazines and calibres, weapons with different hook counts, weapons with unique and shared multiplier sets, and weapons at every rarity tier from Uncommon to Epic. Each weapon's asset data tells a story about intended rarity, acquisition path, and combat role. Reading the data as presented here -- field by field, value by value, without inventing numbers the extracted asset data does not contain -- is the foundational skill for Unturned weapon modding.
Quick reference: comparing all four weapons
| Field | Bulldog | Masterkey | Sawed-Off | Quadbarrel |
|---|---|---|---|---|
| Item ID | 1369 | 380 | 1143 | 1436 |
| Slot | Secondary | Primary | Secondary | Secondary |
| Rarity | Rare | Uncommon | Uncommon | Epic |
| Caliber | 34 | 16 | 16 | 8 |
| Magazine | 1371 | 381 | 381 | 113 |
| Range | 90 | 30 | 20 | 20 |
| Firerate | 2 | 5 | 5 | 5 |
| Action | Trigger | Break | Break | Break |
| Player_Damage | 20 | 40 | 50 | 43 |
| Zombie_Damage | 75 | 40 | 50 | 43 |
| Hook count | 3 (B/G/S) | 1 (T) | 1 (T) | 3 (G/S/T) |
| Loot tables | 26 | 30 | 0 | 0 |
| Fire modes | Auto+Semi+Safety | Semi+Safety | Semi+Safety | Semi+Safety |
This table is a summary. Every value is drawn from the preceding sections, which should be read for full context. The table alone does not explain what a Caliber value means, why Firerate 2 differs from Firerate 5 in engine behaviour, or how the multipliers transform these base damages per hit zone. The preceding text in this article and the other three weapon reference articles provides that explanation.
