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Schofield Weapon Reference

The Schofield (asset name Schofield) is an Uncommon Primary weapon in Unturned. This page is a data reference for modders: it catalogs every field in the weapon asset file, what each field controls, and every spawn table the weapon appears in. You do not need to own the weapon in-game to use this page -- you only need the asset files and a text editor.

Asset identification

Every item in Unturned is identified by three values that a modder must know when writing spawn commands, crafting recipes, or server configuration.

PropertyValue
Asset nameSchofield
Item ID101
GUIDc9e5a852b9c14206b483e629ee33ade0

The asset name (Schofield) 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 item ID (101) is the numeric identifier in the global item registry. An ID of 101 places this weapon among the earliest vanilla items -- the original launch set of Unturned weapons occupies IDs from roughly 1 through 200. As one of the oldest weapons in the game's data heritage, the Schofield's asset structure follows the early conventions of Unturned's item model.

The GUID (c9e5a852b9c14206b483e629ee33ade0) is a 128-bit unique identifier formatted as 32 hexadecimal characters. The GUID is embedded in save files, the server-to-client item sync protocol, and workshop mapping tables. Duplicating this weapon for a custom variant requires generating a new GUID.

The rarity is Uncommon and the slot is Primary. The Schofield is the only Primary-slot weapon in this reference series (the 1911, Luger, and Peacemaker are all Secondary). A Primary weapon occupies equipment slot 1 or 2 (the main weapon slots). This distinction matters for server kit configurations, class loadouts, and inventory plugins that treat Primary and Secondary slots differently.

The in-game description reads: Russian battle rifle chambered in Schofield ammunition.

What the .dat file looks like

When a modder extracts the Schofield asset bundle and opens the .dat file, the file begins with the gun type declaration and the identification block:

Type Gun
ID Schofield
GUID c9e5a852b9c14206b483e629ee33ade0
Rarity Uncommon
Slot Primary
Range 200
Firerate 50
Action Bolt
Caliber 5
Muzzle 4
Magazine 103
Ammo_Min 1
Ammo_Max 5

The Slot Primary line is the most significant structural difference from the other three weapons (all Slot Secondary). The Action Bolt and Firerate 50 lines distinguish the Schofield from the Trigger-action pistols.

The flag block on the Schofield is notably longer than the other weapons. In the raw file, the three GUID-based flags appear as quoted hex strings: "21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", and "e73a23b102f24520a32ec0b2afaa6157". These are followed by the text flags (Blueprints, Hook_Barrel, etc.) and the serialization delimiters.

After the flags, the Schofield has four attachment-data arrays (barrel, grip, sight, tactical) -- the most of any weapon in this set. The OutputItems crafting array follows, containing the recipes that produce the Schofield as a result. The absence of an InputItems array means the Schofield cannot be consumed in crafting; it can only be produced.

A modder reading the Schofield's .dat file will encounter approximately 70 to 80 lines of gameplay data, making it the most verbose asset in this reference series. The additional GUID flags, the extra attachment slot, and the OutputItems array account for the higher line count compared to the pistol-class Secondary weapons.

How the asset file is organized

The Schofield 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 Schofield. As one of the earliest vanilla weapons (item ID 101 places it in the launch set), its asset structure follows the initial conventions of Unturned's data model.

The three-layer identifier system for the Schofield:

  • Asset name (Schofield). Internal identifier used by the asset loader and in the .dat file's ID field.
  • Item ID (101). Numeric alias in the item registry. An ID of 101 is among the lowest in the vanilla weapon range, indicating this weapon was present in the game's initial release and has not been renumbered across updates.
  • GUID (c9e5a852b9c14206b483e629ee33ade0). The persistent canonical identifier. This GUID is stored in save files and used in all server-client item sync operations.

To access the raw .dat file, unpack the Unity asset bundles with UABE or a similar extraction tool. The Schofield's .dat file is notable for carrying three GUID-based flags and the OutputItems flag, making it structurally more complex than the pistol-class Secondary weapons. A modder opening the file for the first time will see more lines of flag and crafting data than in the 1911 or Luger assets.

Field dependency chain

The Schofield's ballistics fields link four distinct asset types: Gun, Caliber, Magazine, and Muzzle.

The Gun asset (Schofield) references Caliber 5, Magazine 103, and Muzzle 4. Each value is an asset ID pointing to a separate .dat file.

The Caliber asset (ID 5) defines the ammunition type. Caliber 5 is a rifle-caliber ammunition family, distinct from the pistol calibers used by the 1911 (3), Luger (43), and Peacemaker (24). To find compatible ammo boxes, search for ammo assets whose Caliber field equals 5.

The Magazine asset (ID 103) carries its own capacity, item ID, and Caliber reference. The Schofield's magazine ID (103) is close to the weapon's item ID (101), following the vanilla convention of sequential numbering for related items. The magazine's Caliber must match 5.

The Muzzle asset (ID 4) is unique to the Schofield among the four weapons in this reference series. The 1911, Luger, and Peacemaker all use Muzzle 3. The Schofield's Muzzle 4 provides a different barrel effects profile: a distinct muzzle flash, firing sound, and potentially a unique bullet trail.

The dependency order when building a custom weapon from scratch: create the Caliber asset first, then ammo boxes referencing that Caliber, then the Magazine asset, then the Muzzle asset, then finally the Gun asset. The Schofield demonstrates this chain with a unique Muzzle (4) that no other weapon in the set shares.

Ballistics

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

FieldValue
Range200
Firerate50
ActionBolt
Caliber5
Muzzle4
Magazine103
Ammo_Min1
Ammo_Max5

Range (200). The maximum effective distance in meters. At 200 meters, the Schofield has double the range of the Pistol-class weapons (100) and more than double the Luger's range (90). This is a long-range weapon. The bullet is removed from the world after traveling 200 meters. A modder editing this value extends or shortens the distance at which the bullet exists; higher values allow engagement at longer distances.

Firerate (50). The internal tick count the game waits between shots. A value of 50 is dramatically higher than the pistol-class weapons (1911: 4, Luger: 2, Peacemaker: 3). Higher Firerate values mean a longer interval between shots. This reflects the Bolt action: each shot requires a manual cycling animation that occupies the weapon between trigger pulls. When modifying Firerate, smaller numbers mean faster cycling; at 50, the interval is substantially longer than the semi-automatic pistols.

Action (Bolt). The firing mechanism. Bolt means the weapon requires manual bolt cycling between shots. After each shot, the player character runs a bolt-action animation. The weapon cannot fire again until the animation completes. This is distinct from Trigger (semi-automatic, used by the 1911, Luger, and Peacemaker) and Pump (shotgun pump action). The Action field determines the mechanical cycling type; the Semi flag (see Flags section) determines that each trigger pull fires one round after the bolt is cycled.

Caliber (5). The Caliber asset ID. This links the gun to a specific ammunition type. Caliber 5 is used by the Schofield and is distinct from the pistols' calibers (3, 43, and 24). To find compatible ammo boxes, search for ammo assets whose Caliber field equals 5.

Muzzle (4). The Muzzle asset ID for the default muzzle attachment. The Schofield uses Muzzle 4, while the 1911, Luger, and Peacemaker all use Muzzle 3. This means the Schofield has its own barrel effects system: a different muzzle flash particle, a different firing sound, and potentially a different bullet trail effect compared to the Secondary weapons.

Magazine (103). The Magazine asset ID. The Magazine asset defines the item the gun pulls ammunition from during reload. To find the Schofield magazine in the data files, search for the asset whose ID field equals 103.

Ammo_Min (1) and Ammo_Max (5). The bounds for how many rounds are loaded when the weapon spawns. The game rolls a random integer between these values inclusive. A spawned Schofield will have between 1 and 5 rounds. This is the narrowest and lowest ammo range among the four weapons in this reference series. The Ammo_Min of 1 means it is possible for the Schofield to spawn with a single round chambered and no reserve. These values control spawn-state ammunition only and do not reflect the magazine's capacity, which is defined in the Magazine asset (103).

Player damage

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

Player_Damage (80). The base damage dealt to a player's torso. At 80, the Schofield has the highest base player damage among the weapons in this reference series by a wide margin: the 1911 deals 24, the Luger deals 27, and the Peacemaker deals 20. The Schofield's per-shot damage is approximately three to four times higher than the pistol-class weapons, which is consistent with its role as a Primary bolt-action battle rifle.

Player_Leg_Multiplier (0.6). Limb hits deal 60% of base Player_Damage. The same standard limb multiplier as the other weapons.

Player_Arm_Multiplier (0.6). Arm hits deal 60% of base Player_Damage.

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.

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

A modder changing Player_Damage from 80 to a different value shifts every row proportionally. Because 80 is cleanly divisible by the multipliers at one decimal place (0.6 * 80 = 48, 0.8 * 80 = 64, 1.1 * 80 = 88), the computed values are whole numbers. This is a coincidence of this specific base value, not a property of the damage calculation system.

Zombie damage

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

Zombie_Damage (99). The base damage dealt to a zombie's torso. The Schofield shares this value with the 1911 and Luger -- all three weapons deal 99 base zombie damage. Only the Peacemaker diverges with 75. The Schofield's player damage of 80 is distinctively high, but its zombie damage follows the common pistol/rifle convention of 99.

Zombie_Leg_Multiplier (0.3). Zombie limb hits deal 30% of base Zombie_Damage.

Zombie_Arm_Multiplier (0.3). Zombie arm hits deal 30% of base Zombie_Damage.

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

The zombie computed table is identical to the 1911 and Luger zombie tables because all three weapons share the same Zombie_Damage of 99 and the same multipliers. The Schofield's high player damage does not carry over to zombie targets -- a modder who wants the Schofield to have proportionally high zombie damage must raise Zombie_Damage from 99 upward.

Animal damage

FieldValue
Animal_Damage99
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (99). The base damage dealt to an animal's torso. The Schofield's animal damage is 99, which is notably higher than its player damage of 80. This is the only weapon in this reference series where Animal_Damage exceeds Player_Damage. The 1911 and Peacemaker have equal player and animal baselines; the Luger has them equal at 27; the Schofield has an animal baseline that is 23.75% higher than its player baseline.

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.

No Animal_Arm_Multiplier is present because animal entities lack an arm hit zone.

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

The Schofield's animal damage table is the most powerful animal damage profile in this reference series. A skull hit on an animal deals 108.9 damage -- the same value as zombie skull hits. A leg hit on an animal deals 59.4, which exceeds any individual pistol-class player damage value. A modder balancing the Schofield for hunting or wildlife control should note that the animal damage baseline equals the zombie baseline, making the Schofield equally potent against both non-player target types.

Understanding hit zone detection

When a bullet strikes a target, the game maps the impacted bone on the target's 3D skeleton to a multiplier category. The mapping is deterministic: each bone name corresponds to exactly one hit zone.

  • Skull: Head bones. Multiplier applies to all three target types. On the Schofield, the skull multiplier is 1.1 across players, zombies, and animals.
  • Spine: Upper torso bones (Spine, Spine1, Spine2). On players and animals, the multiplier is 0.8. On zombies, it is 0.6.
  • Arm: Arm bones (shoulder to hand, left and right). On players, the multiplier is 0.6. On zombies, it is 0.3. Absent on animals.
  • Leg: Leg bones (hip to foot, left and right). On players and animals, the multiplier is 0.6. On zombies, it is 0.3.

The animal skeleton has no arm bones, so Animal_Arm_Multiplier does not exist as a field. A modder adding this field will find it has no effect.

The Schofield's damage hierarchy is: Skull (1.1) > Spine (varies) > Limbs (varies). The multipliers themselves are configurable. A modder can set any hit zone multiplier to any non-negative value. Setting Player_Skull_Multiplier to 3.0 triples headshot damage relative to the torso baseline. There is no cap.

Handling

FieldValue
Recoil_Min_X-8
Recoil_Min_Y20
Recoil_Max_X8
Recoil_Max_Y25
Spread_Aim0.01
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X (-8) and Recoil_Max_X (8). The horizontal recoil range. The Schofield has an enormous horizontal recoil span of 16 units (from -8 to 8). Compared to the pistols (1911: 0.1-unit span, Luger: 0.8-unit span, Peacemaker: 3.0-unit span), the Schofield's horizontal recoil is an order of magnitude larger. On each shot, the crosshair can jump left or right by up to 8 units. This is the weapon's primary handling characteristic and reflects its role as a high-powered rifle with substantial kick.

Recoil_Min_Y (20) and Recoil_Max_Y (25). The vertical recoil range. The crosshair climbs upward by a random amount between 20 and 25 units per shot. This is the highest vertical recoil among the four weapons (1911: 10 to 13, Luger: 12 to 15, Peacemaker: 1.5 to 3). The Schofield's vertical climb is approximately double the pistol-class weapons' vertical recoil.

Spread_Aim (0.01). The aiming accuracy cone radius in degrees. At 0.01 degrees, the Schofield is the most accurate weapon in this reference series when aiming down sights. The Luger has 0.04, the 1911 has 0.05, and the Peacemaker has 0.1. The Schofield's spread is one-fifth the Luger's and one-tenth the Peacemaker's. This tight spread combined with the long Range (200) makes the Schofield a precision weapon when aimed, despite the heavy recoil on each shot.

Shake_Min_X (-0.005) and Shake_Max_X (0.005). The horizontal camera shake range. These values are half the shake magnitude of the 1911 and Luger (-0.01 to 0.01) and five times the Peacemaker's shake (-0.001 to 0.001). The camera shake is moderate and symmetric. The shake system is separate from the recoil system -- the recoil values move the crosshair; the shake values move the camera. A modder tuning the Schofield's feel can adjust shake without affecting the underlying recoil pattern.

The Schofield's handling profile is defined by extreme recoil combined with extreme aim precision. The weapon kicks hard -- vertically and horizontally -- but places shots with high accuracy when the player has the crosshair on target. This pairing (high recoil, tight spread) is a deliberate design choice for a bolt-action weapon: each shot demands re-acquisition, but the shot itself is highly precise.

How recoil and shake interact

Recoil and shake are independent systems that run simultaneously on every shot. On a bolt-action weapon with a long interval between shots (Firerate 50), the interaction between these systems is different from semi-automatic weapons.

Recoil moves the crosshair. The Schofield's recoil is extreme by any standard: a 16-unit horizontal span (-8 to 8) and 20-to-25-unit vertical climb per shot. The crosshair jumps dramatically on each shot. However, because the bolt-action cycling prevents a follow-up shot until the animation completes, the recoil displacement has fully settled before the next shot is possible. The player does not need to control sustained recoil buildup -- they only need to re-acquire the target after one large kick.

Shake moves the camera. The Schofield's shake (-0.005 to 0.005) is half the magnitude of the pistol-class shake. The camera jolts moderately but not as violently as the recoil alone would suggest. The shake values are tuned to provide feedback that a powerful shot was fired without disorienting the player's view.

Spread_Aim at 0.01 degrees is the tightest in this reference set. When the player has the crosshair on target, the bullet goes exactly where aimed. The Schofield is a precision weapon: the challenge is not bullet spread but rather re-acquiring the target after the massive recoil kick. The design philosophy is "hard to aim, easy to hit" -- the crosshair movement is the skill check, not the bullet deviation.

A modder creating a custom bolt-action weapon should consider this pattern: high recoil, tight spread, moderate shake. Reducing the recoil makes the weapon easier to use at the cost of the distinctive kick feel. Increasing the spread defeats the purpose of a precision rifle. The bolt-action handling profile is fundamentally different from semi-automatic or automatic weapons, and the values should reflect that.

Flags

The Schofield asset carries these flags:

"21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, OutputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

"21ede8ebffb14c5580e8c7ad149e335e". A GUID-based flag. This GUID does not appear on the 1911, Luger, or Peacemaker; it is unique to the Schofield among this reference set. A GUID flag references a behavior component or master-bundle module. The behavior controlled by this GUID can only be determined by cross-referencing the master bundle, but its presence indicates the Schofield carries a behavior module not shared with the Secondary weapons. A modder creating a variant of the Schofield keeps this flag unless replacing the referenced behavior.

"7b82c125a5a54984b8bb26576b59e977". The common firearm GUID flag shared across the 1911, Luger, Peacemaker, and Schofield. This is the shared base behavior referenced by multiple weapons. The Schofield carries both the common GUID and additional GUIDs specific to its own behavior.

"e73a23b102f24520a32ec0b2afaa6157". A second GUID-based flag unique to the Schofield among this reference set. Combined with "21ede8ebffb14c5580e8c7ad149e335e" and the common GUID, the Schofield carries three GUID flags total. The 1911, Luger, and Peacemaker each carry only the common GUID. The additional GUIDs on the Schofield likely reference bolt-action cycling behavior, primary-weapon handling routines, or damage-calculation overrides specific to the rifle class.

Blueprints. The weapon supports crafting blueprints. The asset's Blueprints array defines available recipes.

Hook_Barrel. Barrel attachment slot. Muzzle attachments are compatible.

Hook_Grip. Grip attachment slot. This flag is unique to the Schofield among the four weapons in this reference series. The grip slot accepts foregrip attachments: vertical grips, angled grips, bipods, and similar handling-modifying accessories. The presence of Hook_Grip gives the Schofield four attachment points (barrel, grip, sight, tactical), the most of any weapon in this set.

Hook_Sight. Sight attachment slot. Optical attachments are compatible. The Schofield and Peacemaker share this flag; the 1911 and Luger lack it.

Hook_Tactical. Tactical attachment slot. Flashlights, laser sights, and utility attachments are compatible. The Schofield, Peacemaker, and 1911 share this flag; the Luger lacks it.

OutputItems. The weapon produces output items from crafting operations. This flag is unique to the Schofield among this reference set. The 1911, Luger, and Peacemaker carry InputItems (they accept items for crafting), but the Schofield carries OutputItems (it generates items from crafting). This suggests the Schofield can be produced as a crafting result rather than only being consumed in crafting. A modder examining the asset's OutputItems array will find the items the weapon yields when used in a crafting recipe.

RequiresNearbyCraftingTags. Crafting operations require a nearby crafting station with matching tags.

Safety. The weapon has a toggleable safety mode.

Semi. The weapon supports semi-automatic fire. With Action: Bolt, this means one trigger pull fires one round, followed by the bolt-cycling animation. The Schofield does not carry the Auto flag, so it cannot fire in fully automatic mode. It is a semi-automatic bolt-action weapon: each pull fires one shot, and the bolt must cycle before the next shot can fire.

[, ], {, }. Array and dictionary delimiter tokens from the asset serialization format.

Flag comparison

The Schofield's flag set is the most extensive and distinctive among the four weapons:

Capability1911LugerPeacemakerSchofield
Shared GUIDYesYesYesYes
Additional GUIDs0002
Auto fireNoNoYesNo
Barrel slotYesYesYesYes
Grip slotNoNoNoYes
Sight slotNoNoYesYes
Tactical slotYesNoYesYes
InputItemsYesYesYesNo
OutputItemsNoNoNoYes

A modder cross-referencing weapons can use this table to understand which flags to copy when giving a custom weapon the attachment-slot layout or crafting behavior of a specific vanilla weapon.

How the game processes a Schofield shot at runtime

When a player fires the Schofield, the game executes a sequence that differs from the semi-automatic pistols because of the bolt-action cycling.

  1. Fire check. The game verifies Safety is off and Semi permits firing. The Schofield does not have Auto, so each trigger pull fires exactly one shot.
  2. Ammo check. The game checks the Magazine asset (103) for rounds. One round is consumed. The Schofield's spawn ammo range is Ammo_Min 1 to Ammo_Max 5 -- it can spawn with as few as one round.
  3. Firerate timer. A count of 50 begins. This is the highest (longest) Firerate in the reference series. No follow-up shot can be initiated until the count reaches zero. The bolt-action animation plays during this interval.
  4. Bullet spawn. A bullet spawns at the Muzzle 4 attachment point. Muzzle 4 is unique to the Schofield, providing distinct visual and audio effects from the Muzzle 3 used by the other three weapons.
  5. Raycast or projectile. The bullet travels along the barrel direction with a Spread_Aim offset of 0.01 degrees -- the tightest spread in the reference series. The bullet travels up to Range (200) meters, double the pistol range.
  6. Hit detection. The game maps the impacted bone to a hit zone. The Schofield's multipliers are standard (1.1 Skull, 0.8/0.6 Spine, 0.6/0.3 limbs), but the base damage values are the highest in the set: Player_Damage 80, Zombie_Damage 99, Animal_Damage 99.
  7. Damage application. The base damage is multiplied by the zone multiplier. The Schofield is the only weapon in the set where Animal_Damage (99) exceeds Player_Damage (80), meaning animals take higher per-shot damage than players.
  8. Recoil and shake. The game generates recoil offsets: horizontal between -8 and 8, vertical between 20 and 25. Camera shake is generated between -0.005 and 0.005. The recoil is applied cumulatively, but the bolt-action cycling means only one shot is possible before the player must re-acquire the target.
  9. Bolt cycle. The game plays the bolt-action animation. The animation length is tied to the Firerate value (50). Until the animation completes, the weapon cannot fire again. The player can begin re-acquiring the target during the animation -- the crosshair starts returning to the original position as soon as recoil is applied.

Steps 3 and 9 together define the bolt-action experience: a long interval between shots (Firerate 50) during which the bolt animation plays, the crosshair settles from the recoil, and the player re-aims. A modder reducing Firerate shortens both the minimum time between shots and the bolt animation duration. The Action: Bolt field must remain Bolt; changing it to Trigger bypasses the animation system and may produce unexpected visual behavior.

Rarity mechanics

The Schofield has a rarity of Uncommon. In the vanilla Unturned color scheme, this produces a green item name in the inventory tooltip. Rarity is metadata -- it does not directly control spawn frequency. The Schofield appears at 33.333% in Guns_Russia_Guns and at 0.796% in Peaks_Camp, a 42x difference between tables at the same rarity tier.

Rarity serves as a plugin-accessible attribute. Servers running rarity-aware loot plugins may apply weight multipliers based on rarity tier (for example, Uncommon items at 0.75x effective weight). However, the vanilla game has no built-in rarity-weight modifier. The spawn table weights documented on this page are the sole determinant of the Schofield's appearance frequency in unmodified Unturned.

A modder changing the Schofield's rarity from Uncommon to Epic would change the item name color from green to purple and make the weapon subject to any Epic-tier modifiers in rarity-aware plugin configurations. The vanilla spawn table weights would remain unchanged.

Spawn tables

The table below lists every spawn table (from the first 20 of 33 total tables) that can produce the Schofield, the map, and the chance per roll.

MapSpawn tableChance per roll
CoreGuns_Russia_Guns33.333%
CoreGuns_Peaks_Guns33.333%
CoreCamp_Guns25.000%
CoreFarm_Guns25.000%
CoreCamp_Arctic_Guns25.000%
FranceCamp_France_Guns20.000%
FranceFarm_France_Guns14.085%
FranceBoat_France6.522%
FranceFrance_Boat_France6.522%
CoreRussia_Guns_Russia5.704%
CoreGuns_Russia5.704%
CoreGuns_Peaks5.704%
CorePeaks_Guns_Peaks5.704%
CoreYukon_Camp_Arctic2.022%
CoreCamp_Arctic2.022%
CorePEI_Camp0.796%
CoreCamp0.796%
CoreWashington_Camp0.796%
CoreRussia_Camp0.796%
CorePeaks_Camp0.796%

Showing 20 of 33 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 Schofield. The percentage is the asset-defined weight divided by the total weight in the table.

The Map column identifies where the table is deployed. Core tables are available on all official maps. France tables activate on the France map only. No other map-specific tables appear in the top 20 rows (the remaining 13 tables beyond this display may include additional map-specific entries).

Spawn context analysis

The Schofield's spawn tables are concentrated in rural, wilderness, and gun-context loot pools. This distribution pattern is distinct from every other weapon in this reference series.

Guns tables. Guns_Russia_Guns and Guns_Peaks_Guns both at 33.333% are the highest-frequency tables. These are dedicated weapon sub-tables within the Russia and Peaks contexts. Both Core tables have the same weight structure (1 out of 3 equally weighted entries). The master-table variants (Guns_Russia, Russia_Guns_Russia, Guns_Peaks, Peaks_Guns_Peaks) each have a 5.704% chance. The master tables include non-weapon items alongside the gun sub-table entries, producing the lower per-roll chance.

Camp tables. The Schofield appears in multiple camp-context tables: Camp_Guns (25.000%), Camp_Arctic_Guns (25.000%), and Camp_France_Guns (20.000%). These are the weapon sub-tables within camp loot pools. The general camp tables (Camp, Camp_Arctic, Yukon_Camp_Arctic, and map-prefixed variants like PEI_Camp, Washington_Camp, Russia_Camp, Peaks_Camp) have much lower chances, ranging from 0.796% to 2.022%. The general camp tables are rolled more frequently (camp locations are numerous on most maps), but each individual roll has a lower probability of producing the Schofield.

Farm tables. Farm_Guns (25.000%) and Farm_France_Guns (14.085%) are farm-context weapon sub-tables. The farm table distribution is similar to the camp table structure: dedicated weapon sub-tables have higher chances; general farm tables (not among the top 20 shown) have lower per-roll chances but are rolled at more locations.

Boat tables. Boat_France and France_Boat_France both at 6.522% are boat-context tables on the France map. This is a lower-frequency table type for the Schofield, but it adds the weapon to the boat loot pool, which the 1911 also appears in (at a higher 34.783%). The Schofield's presence in boat tables is a secondary distribution channel.

Geographic pattern

The Schofield has a strong Russia and Peaks association: the two highest-frequency Core tables are Russia and Peaks gun tables. The camp tables span multiple Core map variants (PEI, Washington, Russia, Peaks, Yukon). France gets dedicated camp, farm, and boat tables with the Schofield.

Notably absent from the top 20 rows are tables from Hawaii, Ireland, RioDeJaneiro, Belgium, or Greece. The Schofield's distribution is concentrated on Core maps and France, which is a narrower geographic footprint than the 1911 (which appears on Hawaii, Ireland, France, and Greece tables in addition to Core) or the Peacemaker (which spans Core, Hawaii, Ireland, France, Belgium, and Greece).

Modder usage

With 33 total tables producing the Schofield, a comprehensive spawn audit covers all of them. To increase the Schofield's availability on a specific map, the modder raises weights in that map's tables. To add it to maps where it does not currently spawn (such as Hawaii or Ireland), the modder adds new entries to the target map's spawn tables.

The Schofield's camp and farm distribution makes it a rural weapon. A modder creating a custom map with wilderness zones and farm locations would add the Schofield to camp and farm spawn tables to match its vanilla distribution pattern.

Spawn suppression without asset changes uses a plugin that hooks the loot-generation event and filters item ID 101. Because the Schofield appears in 33 tables, a plugin-based filter catches the weapon regardless of which table the roll succeeds on.

Understanding percentage precision in spawn tables

The spawn table percentages are computed from asset-defined weights. The clean fractions are: 33.333% = 1/3 (weight 1 out of 3), 25.000% = 1/4, 20.000% = 1/5. The 5.704% and 0.796% values reflect larger table sizes where the Schofield's weight is a small fraction of the total. The 14.085% value is the most irregular percentage in this set. The 6.522% and 2.022% values indicate specific weight ratios in their respective tables.

When a modder edits spawn table weights, the game computes percentages at runtime. Changing one weight changes all percentages because the denominator (total weight) changes. A modder setting the Schofield's weight in Camp_Guns from its current value to a higher value increases the Schofield's percentage and decreases the percentages of every other item in the table.

Workshop publishing workflow

To publish a modified Schofield to a server:

  1. Repack the edited .dat file into a Unity asset bundle. The Schofield's three GUID-based flags reference master-bundle behavior components; if the modded weapon uses custom behaviors, the bundle must include those components.
  2. Assign a new GUID for a variant; retain c9e5a852b9c14206b483e629ee33ade0 for a vanilla replacement.
  3. Register the bundle in the server's workshop configuration or Bundles directory.
  4. Add spawn table entries for the new GUID in gun, camp, farm, and boat tables matching the Schofield's rural distribution pattern.
  5. Restart the server and verify with /give 101 or /give Schofield.

Because the Schofield is a Primary-slot weapon, kit plugins that distinguish between Primary and Secondary slots will place the Schofield in the Primary slot. A kit definition that includes both a Schofield and a Secondary weapon (such as the 1911 or Luger) will fill both slots without conflict.

The Schofield's camp and farm distribution means it is predominantly a rural spawn. A server owner running a map with limited camp or farm locations may find the Schofield appearing infrequently even at its vanilla weights. Consider adding the weapon to additional spawn tables (urban, military) if you want broader availability on maps with sparse rural zones.

The Schofield is one of four weapons in this reference series. It is the only Primary-slot weapon, the only bolt-action, and the only weapon with a unique Muzzle (4) and multiple GUID-based flags.

Field1911 (Colt)LugerPeacemakerSchofield
Item ID9714761024101
RarityUncommonUncommonRareUncommon
SlotSecondarySecondarySecondaryPrimary
Range10090100200
Firerate42350
ActionTriggerTriggerTriggerBolt
Caliber343245
Muzzle3334
Player_Damage24272080
Zombie_Damage99997599
Animal_Damage24272099
Spread_Aim0.050.040.10.01
Auto fireNoNoYesNo
Sight slotNoNoYesYes
Tactical slotYesNoYesYes
Grip slotNoNoNoYes
InputItemsYesYesYesNo
OutputItemsNoNoNoYes
Unique GUID flags0002

The Schofield's standout characteristics: highest Range (200), highest Firerate interval (50, reflecting bolt-action cycling), highest Player_Damage (80), highest Animal_Damage (99, exceeding its own Player_Damage), tightest aim spread (0.01), most attachment slots (all four hooks), and the only weapon with OutputItems (can be a crafting result) and multiple unique GUID flags. Its spawn distribution across 33 tables is concentrated in rural camp and farm contexts, with a narrow geographic footprint limited to Core and France maps.

A modder creating a high-damage bolt-action rifle would use the Schofield as the base asset, keep the Bolt Action and three GUID flags, adjust Firerate downward for faster cycling if desired, and add spawn table entries to maps beyond Core and France if broader availability is needed.

Canned Beans

No Canned Beans data is associated with the Schofield in the game files. The Schofield asset does not reference beans in any crafting recipe, repair operation, ammo conversion, or spawn-adjacent loot table. Despite the Schofield's presence in camp and farm loot pools -- contexts where food items like Canned Beans might also appear -- the weapon itself has no bean-related asset data.

If you are tracing the Canned Beans thread through the wiki's weapon pages, the Schofield is another weapon outside the bean system. The items that reference or interact with Canned Beans are documented at /lore/canned-beans-lore.

Practical use for server owners and modders

Reading the asset file

The Schofield asset lives in the Unturned asset bundle system. Extract the bundles, open the .dat file in a text editor, and locate the fields documented above. The file uses Unturned's key-value serialization format.

The Schofield's .dat file is notable for carrying three GUID-based flags and the OutputItems flag, which are structural differences from the simpler pistol-class Secondary weapons. A modder reading the file for the first time will see more lines of flag and crafting data than on the 1911 or Luger.

Common modifications

Damage tuning. Edit Player_Damage from 80 to adjust per-shot performance. Because the Schofield is a bolt-action weapon with a long interval between shots (Firerate 50), damage per shot is the primary balance lever. The zombie baseline of 99 can be adjusted independently. The animal baseline of 99 can also be changed independently, allowing the modder to set different damage profiles against the three target types.

Bolt-action cycling speed. Edit Firerate from 50 to a lower value to reduce the bolt-cycling interval. At Firerate 50, the gap between shots is substantial; at Firmware 25, the gap is halved. A modder who wants a faster-cycling bolt-action reduces this number. The Action: Bolt field must remain Bolt for the cycling animation to play.

Spawn weight adjustment. The Schofield's strongest tables are Guns_Russia_Guns and Guns_Peaks_Guns at 33.333%. To make the weapon more common, raise these weights. To spread it to urban loot pools, add entries to civilian or military tables. To restrict it to a specific map, remove entries from Core tables and add them to the target map's tables only.

Attachment slot editing. The Schofield already has all four hook flags (Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical). To remove a slot, delete the corresponding flag. To change which attachments fit, edit the attachment data arrays rather than the hook flags.

Adding automatic fire. Add the Auto flag to enable fully automatic fire. Because the Schofield's Action is Bolt, automatic fire will interact with the bolt-cycling mechanic in a way that may produce unexpected behavior -- the bolt animation must complete before the next auto-fired round. Test this combination thoroughly in a local environment before deploying. Most modders seeking automatic fire on a Primary rifle start with a Trigger action weapon rather than converting a bolt-action.

Crafting behavior change. The OutputItems flag means the Schofield can be the result of a crafting recipe. To remove this, delete the OutputItems flag and its associated array. To add input consumption (for repair or modification), add InputItems and define the input item array. The Schofield is the only weapon in this set with OutputItems but not InputItems; swapping this behavior is a common modding task.

Server configuration

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

/give 101
/give Schofield

It can be added to kit loadouts, vote-shop inventories, and economy plugin item lists by referencing item ID 101 or GUID c9e5a852b9c14206b483e629ee33ade0.

Because the Schofield is a Primary weapon (slot Primary), kit plugins that distinguish between Primary and Secondary slots will place the Schofield in the Primary slot. A kit definition that includes both a Schofield and a Secondary weapon (such as the 1911 or Luger) will fill both slots without conflict.

The Schofield's camp and farm distribution means it is predominantly a rural spawn. A server owner running a map with limited camp or farm locations may find the Schofield appearing infrequently even at its vanilla weights. Consider adding the weapon to additional spawn tables (urban, military) if you want broader availability on maps with sparse rural zones.

How Unturned loads and resolves weapon assets

When a server starts, Unturned loads weapon assets in order: core bundles first (the vanilla Schofield with item ID 101 and GUID c9e5a852b9c14206b483e629ee33ade0), then map bundles, then workshop bundles. A workshop asset with the same GUID overrides the vanilla Schofield. A workshop asset with a new GUID coexists as a separate item. Spawn tables are resolved after all items are registered.

For the Schofield specifically, the three GUID-based flags ("21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", and "e73a23b102f24520a32ec0b2afaa6157") reference behavior components in the master bundle. If a modder creates a workshop variant with a new GUID but keeps these three behavior GUIDs, the game resolves them to the same master-bundle components as the vanilla Schofield. If the modder replaces one of these behavior GUIDs with a custom component GUID, that component must be included in the workshop bundle or the weapon will fail to initialize the referenced behavior.

The OutputItems flag means the Schofield can be produced by crafting. If a modder creates a replacement Schofield (same GUID) with different OutputItems recipes, any existing player inventories that contain a Schofield from the old recipe will still have the item -- the GUID matches, so the game treats them as the same item regardless of how it was crafted. If the modder creates a variant (new GUID), the variant and the vanilla Schofield are separate items: the variant's OutputItems recipes produce the new GUID; the vanilla's recipes produce the old GUID.

Common troubleshooting

The bolt does not cycle after changing the Action field. The Action: Bolt field works in conjunction with the bolt-cycling animation system referenced by the GUID flags and the model's animation controller. Changing Action from Bolt to Trigger without updating the animation bindings will produce a weapon that fires semi-automatically but may play the bolt animation incorrectly or skip it. If you want a semi-automatic rifle, start with a Trigger-action weapon (such as the Peacemaker) rather than converting a bolt-action.

The weapon cannot reload after changing Caliber. The Caliber (5) and Magazine (103) form a paired dependency. Changing Caliber without changing Magazine to a compatible asset produces a gun that cannot accept its magazine. Update both fields together, or update the Magazine asset (ID 103) to reference the new Caliber.

GUID-based flags cause crashes after being removed. The three GUID flags ("21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", and "e73a23b102f24520a32ec0b2afaa6157") reference behavior components in the master bundle. Removing one of these flags may break the weapon if the game expects the referenced behavior to be present. The common GUID ("7b82c125a5a54984b8bb26576b59e977") is shared with the pistols and is likely safe to retain. The two Schofield-specific GUIDs should be preserved unless you have verified that the weapon functions correctly without them in a local test environment.

OutputItems recipes do not produce items after removing the flag. The OutputItems flag enables the weapon to be a crafting result. If you delete this flag, any recipe that produces the Schofield as output will fail silently or produce nothing. To change the Schofield from a crafting output to a crafting input, swap OutputItems for InputItems and repopulate the crafting arrays.

Spawn table edits on gun sub-tables do not affect camp/farm spawns. The Schofield appears in multiple table contexts: gun tables (e.g., Guns_Russia_Guns), camp tables (e.g., Camp_Guns), farm tables (e.g., Farm_Guns), and boat tables. Editing only the gun sub-tables leaves camp, farm, and boat spawns at their original weights. A comprehensive spawn adjustment touches all 33 tables on the target map.

Verification

After modifying the asset, spawn the weapon with /give 101. Verify the bolt-action cycling by firing and observing the animation between shots. Confirm all four attachment slots appear (barrel, grip, sight, tactical). Check damage values against the computed hit zone tables. Verify that OutputItems crafting behavior works if you have added or modified crafting recipes. Run loot-generation passes on the target map and count Schofield occurrences to confirm spawn table edits produce the expected frequency.

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