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Teklowvka Pistol Asset Reference

The Teklowvka is a secondary slot pistol in Unturned, defined as asset Teklowvka, item ID 1360, with GUID 853940d81e814f08999740dd41bf6003. If you are searching for "Teklowvka damage values," "Teklowvka item ID," "Teklowvka spawn table," or "Teklowvka GUID," this page contains every field declared in the game's asset files for this weapon. The in-game description reads: "Swedish pistol chambered in Teklowvka ammunition."

This article is a data reference, not a play guide. It describes what the .dat and .asset files declare for the Teklowvka. Every number and table on this page comes directly from the game asset dump. A modder reading this article should be able to open the Teklowvka's .dat file in a text editor, compare every field against this reference, and understand what the engine does with each value before making any change.

Understanding a weapon asset means reading seven groups of data. The first group is identification -- the item ID, GUID, rarity, slot, and in-game description that tell the engine and other modders what this item is. The second group is ballistics -- how far the projectile travels, how fast the weapon cycles, what ammunition it uses, and how much ammo it holds at spawn. The third, fourth, and fifth groups are damage against players, zombies, and animals -- each with its own base damage and hit-zone multiplier set. The sixth group is handling -- recoil on the X and Y axes, spread when aiming, and camera shake. The seventh group is asset flags -- boolean toggles and hook declarations that determine what the weapon can do beyond shooting. Finally, the spawn tables show where in the world the weapon appears and with what likelihood.

This article does not compute shots-to-kill, does not convert Firerate into seconds or rounds per minute, and does not list attachments that are not declared in the asset's hook flags. It does not reference zombie health pools, player health, armour values, or engine tick rates, because none of those values appear in the extracted asset data. The article describes only the raw game data, and that is enough for a modder to make informed changes.

When you read a field explanation below, you are reading three things: what the field means in the engine, how the value shown in the table affects the weapon's behaviour, and what would happen if you opened the .dat file and changed that value. The explanations are structured so that a beginner modder who has never touched a weapon asset before can follow the reasoning from the field name to the engine behaviour to the modding consequence.


Asset identity

Every item in Unturned is identified by three pieces of metadata. These three identifiers appear in different parts of the modding and server administration pipeline, and each one serves a distinct purpose. For the Teklowvka, the three identifiers and two additional classification fields are as follows.

PropertyValue
Asset nameTeklowvka
Item ID1360
GUID853940d81e814f08999740dd41bf6003
RarityRare
SlotSecondary

Item ID (1360)

The Item ID is the integer that the game assigns to the Teklowvka during the asset loading sequence. It is the most commonly used identifier in the server administration ecosystem. When you type /give 1360 in the console, the server command handler looks up item ID 1360 in the loaded asset registry and creates an instance of the Teklowvka in the target player's inventory. When a RocketMod plugin writes a log line about an item pickup event, it writes the item ID. When you configure a kit in a plugin like Uconomy or KitManager, the kit definition references the item by its integer ID. The item ID is the primary key that server software uses to reference items at runtime.

Item IDs are assigned sequentially during the asset loading pipeline. The game reads every .dat and .asset file in load order -- first the core game assets, then workshop mods, then map-specific bundles -- and assigns each new asset an incrementing integer ID starting from 1. Because the assignment is sequential and depends on which mods are loaded and in what order, item ID 1360 is only stable in a vanilla game with no mods installed. If you add a mod that introduces new items before the Teklowvka in the load order, the Teklowvka's item ID will shift upward. If you remove a mod whose items loaded before the Teklowvka, its item ID will shift downward. This is why you should prefer GUIDs over item IDs when writing a mod that needs to reference a specific item reliably.

When you are writing a loot table entry, the id field in each spawn row uses the item ID. When you are debugging a plugin and see 1360 in a log line about an item event, you know the Teklowvka was the item involved. When you are reading a player save file and find an inventory entry with id: 1360, that entry represents a Teklowvka. The item ID is the universal numeric key, and it is the first field you should learn to look up when working with any weapon.

GUID (853940d81e814f08999740dd41bf6003)

The GUID is a 32-character hexadecimal string that serves as the stable identifier for the Teklowvka. Unlike the item ID, the GUID is embedded in the .asset file itself and is generated by the Unity asset pipeline when the asset is first created. The GUID does not change when you add or remove mods. It does not change when the game updates (unless the asset is removed and recreated, which is a different event from a normal update). The GUID is the identifier you should use in your own mods when you need to reference the Teklowvka in a way that survives load-order changes.

You will encounter GUIDs in several places. In the Unity Devkit, when you inspect a prefab for the Teklowvka, the GUID appears in the inspector panel. In advanced RocketMod plugin APIs that expose asset GUIDs alongside item IDs, the GUID is available as a property on the asset object. In crafting recipe assets, the InputItems and OutputItems arrays often use GUIDs rather than item IDs because GUIDs are load-order-independent. In quest definitions that reference items as objectives or rewards, GUIDs appear in the relevant fields. The Teklowvka's GUID is 853940d81e814f08999740dd41bf6003.

When you write a blueprint (crafting recipe) that consumes a Teklowvka as an input ingredient, you list 853940d81e814f08999740dd41bf6003 in the InputItems array. When you write a quest that requires the player to obtain a Teklowvka, you reference 853940d81e814f08999740dd41bf6003 in the quest's item requirement field. When you add a row to a loot table to spawn the Teklowvka, you can use either the item ID or the GUID, depending on the format of the table. Using the GUID ensures that your mod continues to reference the correct weapon even if the item ID shifts due to other mods being added or removed from the server.

Rarity (Rare)

The Teklowvka's rarity is Rare. In Unturned's rarity system, items are assigned one of six tiers: Common (white text), Uncommon (green text), Rare (blue text), Epic (purple text), Legendary (orange text), and Mythical (red text). Rare means the Teklowvka displays a blue item name in the inventory grid, in the pickup prompt, and in the hotbar tooltip. The colour is purely cosmetic and is rendered by the inventory UI code, not by the combat or spawn systems.

Rarity does not affect spawn probability directly. Spawn probability is determined by the weight values in the loot tables listed in the spawn tables section below. A Rare weapon can have a 26.667% chance per roll in a particular table (as the Teklowvka does in the Vermillin_Low_Guns table on EasterIsland) while a Common weapon in the same table could have a lower weight and therefore a lower chance. Rarity is a label applied by the asset author, not a mechanical constraint on availability.

The rarity tier does serve as a sorting and filtering signal. Some loot table generation tools and auto-population scripts filter items by rarity tier to build thematic tables -- for example, a "civilian weapons" table might only draw from Common and Uncommon items, while a "military cache" table might draw from Rare and Epic items. The Teklowvka's Rare designation means it is positioned in the upper half of the rarity scale, and loot table authors who build tables that respect rarity tiers will typically place it in tables intended for mid-tier or better loot.

Slot (Secondary)

The Teklowvka occupies the Secondary equipment slot. In Unturned's player inventory, the secondary slot is typically bound to hotbar key 2 (the primary slot is hotbar key 1). A player can equip the Teklowvka in the secondary slot alongside a primary weapon, a tertiary item (typically a melee weapon or tool), and clothing items in the armour slots. When a player picks up a second secondary weapon, the newly picked-up weapon replaces the one currently in the secondary slot, and the displaced weapon drops to the ground or moves to an open inventory slot if one is available.

The secondary slot is used for sidearms, compact weapons, and backup firearms. The slot designation is important for server plugins that manage inventory, for kit definitions that specify which slot a weapon should occupy, and for mods that implement weapon-switching logic. When you write a kit configuration that gives a player a Teklowvka, you specify the slot as Secondary so the plugin places the weapon in the correct hotbar position.

In-game description

The in-game description is: "Swedish pistol chambered in Teklowvka ammunition." This description appears in the inventory tooltip when a player hovers over the Teklowvka. It is defined in the asset's .dat file and is a localizable string. The description establishes the weapon's in-fiction origin (Swedish) and its ammunition compatibility (Teklowvka ammunition, which corresponds to calibre 31 in the ballistics table). When writing a custom description for a derivative weapon, you follow the same pattern: a nationality or manufacturer context, the weapon category, and the calibre or ammunition type.


Ballistics

The ballistics group defines how the Teklowvka fires. These fields control the projectile's maximum travel distance, the cycle time between shots, the firing mechanism, the ammunition calibre it consumes, the muzzle attachment socket, the default magazine it spawns with, and the range of ammunition it will have loaded when it first appears in the world. In the .dat file, these fields appear together in a section typically labelled with the weapon's asset name.

FieldValue
Range80
Firerate3
ActionTrigger
Caliber31
Muzzle3
Magazine1361
Ammo_Min5
Ammo_Max15

Range (80)

Range is the maximum distance in metres that the Teklowvka's projectile will travel before the engine considers it to have despawned. When a player fires the weapon, the engine spawns a projectile entity at the muzzle position, assigns it a velocity vector based on the player's aim direction, and begins tracing it through the world. The engine checks the distance the projectile has travelled every frame against the Range value. When the travelled distance exceeds 80 metres, the engine despawns the projectile. The projectile will also despawn if it collides with geometry, a player, a zombie, an animal, or a vehicle before reaching the Range limit.

A Range of 80 is typical for a pistol-class weapon in Unturned. By comparison, rifle-class weapons often have Range values above 200, and some sniper-class weapons have Range values above 300. The Range value does not cause damage falloff -- Unturned does not apply distance-based damage reduction in the base game. A hit at 1 metre deals the same damage as a hit at 79 metres. The Range value purely determines whether the projectile reaches the target at all.

If you mod the Range value, the behaviour is straightforward. Setting Range to 0 causes the projectile to despawn immediately after being spawned, making the weapon deal zero damage at any distance. Setting Range to a very high value such as 1000 causes the projectile to travel until it collides with geometry or exits the map bounds. A higher Range value can turn a pistol into a longer-range weapon, but you should also consider the Spread_Aim value (discussed in the handling section) because a weapon with high spread will miss distant targets regardless of its Range. When you increase Range, you are giving the projectile permission to travel farther, not making it more accurate.

Firerate (3)

Firerate is a raw engine value that controls the interval between shots. The game uses this number internally to pace weapon cycling. A smaller number means a shorter interval between shots, which produces a faster rate of fire. A larger number means a longer interval, which produces a slower rate of fire. The value 3 is relatively low compared to many other weapons in Unturned, indicating that the Teklowvka cycles quickly compared to weapons with higher Firerate values.

The Firerate value is not a time in seconds and should not be converted into seconds or rounds per minute. The engine's internal tick rate, frame pacing, server tick rate, and network conditions all influence how the value translates into real-world timing. Different servers running at different tick rates will produce different perceived rates of fire from the same Firerate value. The only value that matters for modding is the raw integer. If you want to increase the Teklowvka's rate of fire, reduce the Firerate value. If you want to decrease it, increase the value. A Firerate of 1 produces the fastest possible cycle time. A Firerate of 0 may cause undefined behaviour in the weapon cycling code and should be avoided.

When you change Firerate, you are changing how quickly the weapon transitions from the firing state back to the ready-to-fire state. This transition is handled by the weapon animation controller and the engine's state machine. A lower Firerate reduces the delay between the shot animation completing and the weapon being ready to fire again. A higher Firerate increases that delay. The change is immediate and does not require any corresponding animation edits, though extreme Firerate values (such as 1) may cause the firing animation to play faster than the animator intended, which can produce visual stuttering.

Action (Trigger)

Action defines the physical firing mechanism the weapon simulates. The Teklowvka has Trigger as its action type. Trigger means the weapon cycles through its firing sequence when the fire-mode state permits and the trigger input is received, without any intermediate manual-operation gate. When the player presses the fire button and the weapon is in Semi fire mode, the engine plays the firing animation, spawns a projectile, applies recoil, deducts one round from the magazine, and transitions the weapon back to the ready state after the Firerate delay. No additional player input is required between shots beyond holding or re-pressing the fire button.

Trigger is the standard action type for semi-automatic and automatic weapons. It differs from Pump, which requires the player to complete a pump animation between shots (used by pump-action shotguns). It differs from Break, which requires a break-open animation (used by break-action weapons like the Masterkey). It differs from String, which requires a draw animation (used by bows and crossbows). The Teklowvka uses Trigger, so it is a self-cycling weapon that does not require manual operation between shots. If you change the Action to Pump, the weapon will require a pump animation between each shot, effectively turning the pistol into a manually-operated firearm regardless of the Firerate value.

Caliber (31)

Caliber is the ammunition calibre ID. The Teklowvka uses calibre 31 ammunition. When the player reloads the weapon, the engine searches the player's inventory for ammunition items (magazines, boxes, or loose rounds) whose calibre field matches 31. Only items with a matching calibre can be loaded into the weapon. The calibre system is the bridge between the weapon asset and the ammunition assets. The weapon says "I accept calibre 31," and every ammunition item that declares calibre 31 is eligible for loading.

Calibre 31 is the specific ammunition type for the Teklowvka. Other weapons may also use calibre 31 if their designers assigned the same calibre ID. When you look up ammunition items in the item catalog, filter by calibre 31 to find the magazines and loose rounds this weapon accepts. If you change the Caliber field to a different number -- for example, 1 -- the Teklowvka will accept ammunition items with calibre 1. This is the fastest way to make the Teklowvka compatible with a different ammunition pool. You should ensure that ammunition items with the target calibre ID exist in the item catalog before making this change, or the weapon will have no compatible ammunition and be unusable.

The calibre value also interacts with the Magazine field. The magazine asset (item ID 1361) must have a calibre that matches the weapon's calibre, or the weapon will not function correctly when loaded. If you change the weapon's Caliber to a new value, you must also change or replace the Magazine to a magazine asset whose calibre matches the new value.

Muzzle (3)

Muzzle is the muzzle attachment socket ID. When a barrel attachment (such as a suppressor, a muzzle brake, or a compensator) is inspected for compatibility with the Teklowvka, the engine compares the attachment's socket value to the weapon's Muzzle value. If the values match, the attachment can be fitted. If they do not match, the attachment cannot be fitted. The Teklowvka's Muzzle value is 3.

The socket system is independent of the hook system. The Hook_Barrel flag (discussed in the flags section) enables the barrel attachment slot in the inventory UI. The Muzzle value then filters which attachments can actually be placed in that slot. A weapon can have the Hook_Barrel flag but a Muzzle value that does not match any existing attachment -- in that case, the slot appears in the UI but no attachments are compatible. Conversely, an attachment can have a socket value that matches the Teklowvka's Muzzle value, but if the Hook_Barrel flag is removed from the Teklowvka, the attachment slot disappears entirely and no barrel attachment can be fitted.

When you are creating a custom barrel attachment for the Teklowvka, set the attachment's socket field to 3. When you are porting the Teklowvka's barrel to a custom weapon, set your weapon's Muzzle field to 3 if you want it to accept the same barrel attachments as the Teklowvka.

Magazine (1361)

Magazine is the item ID of the default magazine that spawns attached to the Teklowvka. When the game creates a Teklowvka instance -- whether through a loot spawn, an administrator command, or a kit distribution -- it pairs the weapon with the magazine whose item ID is 1361. This magazine asset (item ID 1361) is defined in its own .dat file, separate from the weapon's .dat file. The magazine asset defines the magazine's capacity, its calibre (which must match the weapon's Caliber of 31), and its visual model.

The Magazine field creates a hard dependency. If the magazine asset with item ID 1361 is not present in the loaded asset catalog -- for example, if a mod that removes or replaces it is active -- the engine will log an error when attempting to create a Teklowvka. The weapon will spawn without a magazine, making it unloadable until the player finds and attaches a compatible magazine through other means. When you create a custom magazine for the Teklowvka, you must either set the Magazine field to your new magazine's item ID, or leave the field at 1361 and provide your magazine through alternative channels such as spawn tables or crafting recipes.

Ammo_Min (5) and Ammo_Max (15)

Ammo_Min and Ammo_Max define the range of ammunition the magazine will contain when the Teklowvka spawns. The engine generates a random integer between these two values (inclusive) and sets that as the number of rounds loaded into the attached magazine at spawn time. A spawned Teklowvka will have between 5 and 15 rounds in its magazine.

The actual magazine capacity -- the maximum number of rounds the magazine can hold after a full reload -- is defined on the magazine asset (item ID 1361), not on the weapon. Ammo_Min and Ammo_Max only control the initial fill. They do not limit how many rounds the player can later load. If the magazine asset has a capacity of 20, a player can reload to 20 rounds regardless of the weapon's Ammo_Max value. The Ammo_Max value is the upper bound of the spawn fill range, not an absolute capacity limit.

A server owner who wants every spawned Teklowvka to have a full magazine would set both Ammo_Min and Ammo_Max to the magazine's capacity. A server owner who wants it to always spawn empty (requiring the player to find ammunition separately) would set both to 0. A server owner who wants to widen the randomness would increase Ammo_Max (up to the magazine's capacity) and keep Ammo_Min low. The game does not validate that Ammo_Max is less than or equal to the magazine's capacity, so setting Ammo_Max higher than the magazine's capacity will cause the magazine to spawn with more rounds than it can logically hold, which may produce visual inconsistencies in the ammo counter.


Player damage

The player damage block defines how much harm the Teklowvka inflicts on human player targets and how that harm varies by the hit zone on the target's body. When a bullet from the Teklowvka strikes a player, the engine determines which bone on the player's skeleton was intersected by the projectile trace ray. The bone maps to one of four hit zones: leg, arm, spine, or skull. The engine reads the multiplier for that hit zone and multiplies the base Player_Damage value by it to produce the final damage value applied to the target's health.

FieldValue
Player_Damage32
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (32)

Player_Damage is the base damage value that the engine applies to a player target before the hit-zone multiplier is factored in. The value 32 is the starting point for every damage calculation against players. Regardless of where the bullet hits, the engine begins with 32, then multiplies by the relevant zone multiplier. If there were no multiplier system -- if every hit zone used a multiplier of 1.0 -- the Teklowvka would deal exactly 32 damage to players on every hit.

The base damage value is uniform across all ranges within the weapon's Range limit. There is no damage falloff by distance in Unturned's base game mechanics. A point-blank shot and a shot at 79 metres both start from 32. The engine does not interpolate between base damage and a minimum damage value over distance. The only factor that changes the damage output is the hit zone.

When you edit Player_Damage in the .dat file, you are shifting the entire damage profile of the weapon against players. Doubling Player_Damage doubles the damage to every hit zone. Halving it halves the damage to every hit zone. This field is the master volume control for the weapon's lethality against players. If you want the Teklowvka to be a high-damage sidearm, increase this value. If you want it to be a low-damage defensive weapon, decrease it.

Hit-zone multipliers

The four multiplier fields control how the base damage varies by body part. Each multiplier is a floating-point value that the engine multiplies against Player_Damage.

Player_Leg_Multiplier (0.6) reduces the base damage by 40 percent when the bullet strikes a leg bone. Leg hits are penalised because legs are peripheral targets that are harder to hit intentionally but present a larger hitbox surface area when a player is strafing or sprinting. The 0.6 multiplier means a leg shot deals less damage than a spine shot from the same weapon.

Player_Arm_Multiplier (0.6) applies the same 40 percent reduction as the leg multiplier. Arm hits are also peripheral targets. On the Teklowvka, legs and arms produce identical final damage values (discussed in the computed table below). This is a common balance choice for pistol-class weapons, where limb multipliers are often set equal because the difference between hitting an arm and hitting a leg in a fast-paced firefight is largely random.

Player_Spine_Multiplier (0.8) is the torso multiplier. The spine hit zone corresponds to the target's chest and back. A multiplier of 0.8 means a torso hit deals 80 percent of the base damage. The spine multiplier is typically the benchmark multiplier that modders compare against when evaluating how a weapon handles bodyshots versus headshots. On many weapons, the spine multiplier is 1.0, meaning the base damage is the torso damage. The Teklowvka's spine multiplier of 0.8 means torso hits deal 20 percent less than the base value.

Player_Skull_Multiplier (1.1) is the headshot bonus multiplier. A value above 1.0 means the Teklowvka deals bonus damage on headshots. At 1.1, a headshot deals 10 percent more damage than the base value. This is a headshot reward that incentivises accurate aim to the head hitbox.

Modding player damage

When you mod player damage, you have two independent levers. Changing Player_Damage shifts every hit-zone result proportionally. Doubling it from 32 to 64 doubles leg, arm, spine, and skull damage. Changing individual multipliers changes the relative lethality of headshots versus bodyshots without affecting the overall damage scale. For example, raising Player_Skull_Multiplier from 1.1 to 1.5 makes headshots 50 percent more damaging than base without changing torso or limb damage. Raising Player_Spine_Multiplier from 0.8 to 1.0 makes torso hits deal full base damage without affecting headshots. You can tune these independently to create a weapon that rewards headshots aggressively, or one that is forgiving on body hits, or one where every hit zone deals the same damage (set all multipliers to 1.0).

Computed player damage per hit zone

The following table multiplies the base Player_Damage of 32 by each relevant multiplier to show the final damage value applied to each hit zone when the Teklowvka strikes a player target. These are the values provided by the extracted asset data and they are computed directly from the fields in the player damage table above.

Hit zoneMultiplierDamage (base 32)
Skull1.135.2
Spine0.825.6
Arm0.619.2
Leg0.619.2

The skull deals the highest damage at 35.2, reflecting its 1.1 multiplier. The spine deals 25.6 at a 0.8 multiplier. Arms and legs both deal 19.2 because they share the 0.6 multiplier. The computed values are the literal products of the base damage and each zone's multiplier, as the extracted asset data provides. When the engine processes a hit on a player, it arrives at one of these four values depending on which bone the projectile trace intersected.


Zombie damage

The zombie damage block uses a parallel structure to the player damage block, but with different values. The Teklowvka has a substantially higher base damage against zombies than against players and more punitive limb multipliers. This means the weapon performs differently against the two target types, and a modder who changes one set without reviewing the other may create an imbalance.

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

Zombie_Damage (99)

Zombie_Damage is the base damage value applied to zombie entities. At 99, it is more than three times the player base damage of 32. This large gap means the Teklowvka is significantly more effective against zombies than against players on a per-hit basis. The balance rationale in the vanilla asset is that players have health values scaled for PvP combat, while zombies are balanced for a different encounter dynamic, and the weapon's damage values reflect that split.

The same rules apply as with player damage: there is no distance-based falloff, the base damage is uniform within the weapon's Range of 80, and the only factor that varies the final damage is the hit zone. When you edit Zombie_Damage, you are shifting the entire damage profile against zombies. If you want the Teklowvka to be weaker against zombies, reduce this value. If you want it to be stronger, increase it. The gap between 32 (player base) and 99 (zombie base) is a design choice you can preserve or eliminate in your own mod.

Zombie hit-zone multipliers

The zombie multipliers are more punitive on limb shots than the player multipliers. Leg and arm hits use a 0.3 multiplier instead of the 0.6 used for players. This means a limb hit against a zombie deals only 30 percent of the base damage, compared to 60 percent against a player. The spine multiplier (0.6) is also lower than the player spine multiplier (0.8). Only the skull multiplier is the same (1.1).

The punitive limb multipliers mean that accurate aim to the zombie's head is rewarded much more sharply than with the player damage profile. A headshot against a zombie deals damage at 1.1 times the base of 99, while a leg shot deals damage at 0.3 times the base. The ratio between a headshot and a leg shot against a zombie is far larger than the ratio between a headshot and a leg shot against a player. The Teklowvka punishes missed headshots against zombies more aggressively than any other target type.

Modding zombie damage

A modder who wants the Teklowvka to be more forgiving against zombie limb hits would increase Zombie_Leg_Multiplier and Zombie_Arm_Multiplier toward 0.5 or higher. A modder who wants headshots to be the only viable way to kill zombies with this weapon would leave the limb multipliers low and increase Zombie_Skull_Multiplier above 1.1. A modder who wants the weapon to be uniformly effective against zombies regardless of hit zone would set all four zombie multipliers to 1.0 and adjust Zombie_Damage to the desired value. A modder who wants the zombie and player damage profiles to be identical would copy the player damage values into the zombie damage fields.

Computed zombie damage per hit zone

The following table multiplies the base Zombie_Damage of 99 by each relevant multiplier.

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

The skull produces 108.9 damage, the spine 59.4, and both arm and leg produce 29.7. The large spread between skull damage and limb damage -- 108.9 versus 29.7 -- reflects the punitive limb multipliers of 0.3. Against zombies, where the Teklowvka hits matters far more than against players. A modder evaluating the weapon's performance should treat the limb damage values as a near-miss penalty and the skull damage as the weapon's effective output in skilled hands.


Animal damage

The animal damage block defines damage against animal entities such as deer, wolves, bears, and other wildlife. The Teklowvka uses the same base damage for animals as it does for players (32), but the multiplier set is smaller because animal skeletons do not expose an arm hit zone.

FieldValue
Animal_Damage32
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (32)

Animal_Damage is the base damage applied to animal entities. At 32, it matches the player base damage. This means the Teklowvka's raw output against animals is the same as against players, unlike the elevated 99 base damage against zombies. When editing animal damage, treat this field alongside Player_Damage because changes to one without the other would create a disparity between PvP and PvE hunting encounters.

Animal hit-zone multipliers

The three multiplier fields for animals are Leg (0.6), Spine (0.8), and Skull (1.1). These match the corresponding player multipliers exactly. The leg multiplier of 0.6 penalises limb shots. The spine multiplier of 0.8 is the torso benchmark. The skull multiplier of 1.1 rewards headshots. If you are creating a mod that adjusts the Teklowvka's player damage profile, you should typically adjust the animal damage profile by the same proportion to maintain consistency.

Absence of Animal_Arm_Multiplier

The animal damage block does not include an Animal_Arm_Multiplier. This is not an omission in the extracted asset data. The game's animal hit detection system does not have a distinct arm hit zone because animal rigs -- the skeleton hierarchies used for deer, wolves, bears, and other wildlife -- do not include arm bones. When a bullet strikes a region on an animal model that would map to the arm zone on a humanoid, the engine falls back to the nearest defined hit zone, typically the spine. The spine multiplier is then applied to that hit. If you are creating a mod that introduces a custom animal type with a humanoid skeleton that includes arm bones, you may need to define an Animal_Arm_Multiplier field in your weapon's .dat file. In the vanilla Teklowvka asset, the field is absent because the vanilla animals do not expose an arm hit zone, and the field is not required for the weapon to function.

Computed animal damage per hit zone

The following table multiplies the base Animal_Damage of 32 by each relevant multiplier.

Hit zoneMultiplierDamage (base 32)
Skull1.135.2
Spine0.825.6
Leg0.619.2

The skull deals 35.2, the spine 25.6, and the leg 19.2. These values are identical to the player damage computed table because the base damage (32) and the multipliers (1.1, 0.8, 0.6) are the same across both target types. The only difference is the absence of the arm hit zone in the animal table, which means there is one fewer damage value in the computed output but the values that do exist are the same as their player counterparts.


Handling

The handling block defines recoil and spread. These fields control how the Teklowvka moves the player's camera when fired and how much the projectile deviates from the point of aim. In the .dat file, these fields typically appear together in a group labelled with the weapon's asset name, separate from the damage and ballistics groups.

FieldValue
Recoil_Min_X-3
Recoil_Min_Y7
Recoil_Max_X3
Recoil_Max_Y9
Spread_Aim0.1
Shake_Min_X-0.01
Shake_Max_X0.01

Recoil system

Recoil in Unturned is defined as a range on the X (horizontal) and Y (vertical) axes. Each shot, the engine generates two random values: one for the X axis between Recoil_Min_X and Recoil_Max_X, and one for the Y axis between Recoil_Min_Y and Recoil_Max_Y. These values are added to the camera's current rotation, causing the view to pitch upward or downward and yaw left or right. The recoil is applied to the camera's orientation, not to the weapon's physical position in world space. The weapon model may have a separate visual recoil animation, but the numbers in this table control the camera movement that the player experiences.

The recoil system uses uniform randomness within each axis range. The engine does not bias toward the centre of the range. A value of -3 to 3 on the X axis means every value between -3 and 3 is equally likely on each shot. This uniform distribution means the weapon's recoil pattern is unpredictable shot to shot, but the accumulated effect over many shots trends toward the centre of each range. Over enough shots, the average horizontal recoil approaches zero and the average vertical recoil approaches 8 (the midpoint of 7 and 9).

Horizontal recoil (Recoil_Min_X = -3, Recoil_Max_X = 3)

The X-axis recoil range runs from -3 to 3. Because the range crosses zero, each shot can kick the camera either left (negative values) or right (positive values) by up to 3 units. The symmetric range centred on zero means the weapon does not have a dominant horizontal drift direction. Over many shots, the leftward and rightward kicks cancel out, and the net horizontal displacement approaches zero. However, on any single shot, the direction is unpredictable.

A modder who wants the Teklowvka to consistently kick rightward would set both X min and max to positive values, such as 1 and 5. A modder who wants a purely leftward kick would set both to negative values, such as -5 and -1. A modder who wants purely vertical recoil with no horizontal component would set both X values to 0. A modder who wants wider horizontal unpredictability would widen the range, such as -6 to 6. The current narrow symmetric range of -3 to 3 produces a subtle two-sided drift that is barely noticeable over a few shots but prevents the weapon from feeling perfectly stationary during sustained fire.

Vertical recoil (Recoil_Min_Y = 7, Recoil_Max_Y = 9)

The Y-axis recoil range runs from 7 to 9. Both values are positive, so the camera always pitches upward when the weapon fires. The narrow gap between min and max -- only 2 units -- means the vertical climb is relatively consistent from shot to shot. A player firing the Teklowvka rapidly will see their aim climb by a value in the 7-to-9 range per shot, with small variation.

Vertical recoil is the primary handling characteristic that players compensate for. When a player fires a weapon repeatedly, they learn to pull down on the mouse to counteract the upward climb. A consistent vertical recoil range, like 7 to 9, is easier to compensate for than a wide range like 3 to 15, which would make the climb distance highly variable. A modder who wants the Teklowvka to be easier to control would lower both Y values, such as 3 to 5. A modder who wants it to be harder to control would raise them, such as 12 to 16. A modder who wants to add unpredictability would widen the range, such as 3 to 12.

Spread_Aim (0.1)

Spread_Aim controls the bullet spread when the player is aiming down sights. When a player fires the Teklowvka while aiming, the engine takes the player's aim direction vector and applies a random angular deviation. The Spread_Aim value determines the maximum angle of that deviation. A value of 0.1 produces a wider cone of fire than is typical on rifle-class weapons. Pistols in Unturned commonly have higher Spread_Aim values than rifles because the game uses spread, rather than damage falloff, to balance the effective range of sidearms against long arms.

Spread is independent of recoil. Recoil moves the camera after the shot; spread determines where the projectile goes relative to the camera's current aim. A weapon with low recoil but high spread will feel smooth to shoot but miss distant targets frequently. A weapon with high recoil but low spread will be physically difficult to control but will place shots precisely when controlled.

If you are modding the Teklowvka to be a precision sidearm, reduce Spread_Aim toward 0.01 or lower. At 0.0, the projectile travels exactly along the aim vector with no deviation. If you want it to be a close-quarters weapon where aimed fire is intentionally imprecise at range, raise Spread_Aim above 0.1, such as 0.15 or 0.2. You can also add a Spread_Hip field (not present in the Teklowvka's handling block as shown in the extracted asset data) if you want different spreads for aimed and hip-fired shots.

Camera shake (Shake_Min_X = -0.01, Shake_Max_X = 0.01)

Shake_Min_X and Shake_Max_X control the horizontal camera shake applied per shot. The engine picks a value between -0.01 and 0.01 for each shot, causing a subtle left-right jitter. The symmetric range centred on zero means the camera shake cancels out over multiple shots. These values are small -- only 0.01 in either direction -- indicating the Teklowvka produces very minimal screen shake. This is typical for a pistol; heavier weapons such as sniper rifles and machine guns often have larger shake values.

Camera shake is a purely visual effect. It does not affect where the projectile goes. It only affects what the player sees on screen during the firing sequence. A modder can increase these values to give the weapon a heavier visual feel, or set both to zero to eliminate screen shake entirely. If you set both to zero, the camera will not shake horizontally when the weapon fires, but recoil and spread will still apply as normal.

Interaction between handling fields

The handling fields do not operate independently. When a player fires the Teklowvka, the following sequence occurs: first, the projectile is spawned with a direction offset by Spread_Aim; second, screen shake is applied; third, recoil is applied to the camera. On the next shot, the recoil from the previous shot has already moved the camera, the new spread offset is computed from the new aim direction, and additional recoil is piled on top. Over a burst of fire, the cumulative effect of recoil can cause the camera to point far from the original aim direction, and the spread cone then fans out from that displaced direction. Modders should test handling changes in sustained fire, not just single shots, because the interaction between cumulative recoil and per-shot spread is what determines the weapon's practical accuracy.


Asset flags

Flags are string values stored in an array inside the weapon's .dat file. The engine reads each flag at asset load time and enables or disables corresponding game systems. The order of flags in the array does not affect behaviour, but every flag must be present for its corresponding feature to function.

The Teklowvka asset carries the following flags, presented here exactly as they appear in the extracted asset data:

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

The GUID flag ("7b82c125a5a54984b8bb26576b59e977")

The GUID "7b82c125a5a54984b8bb26576b59e977" is a shared flag that appears on multiple weapons in the game. It is a 32-character hexadecimal string matching the GUID format pattern. The extracted asset data lists it as a flag present on the Teklowvka asset but does not document its function in the engine. When editing the Teklowvka's .dat file, you should preserve this flag unless you have a specific reason to remove it, because removing a shared flag that other systems depend on can cause unexpected behaviour in those systems.

The GUID flag could reference an asset, a system, a group membership, or an internal engine category. Without documentation in the extracted asset data, its exact role is unresolved. A modder who wants to understand this flag's purpose would need to search for the GUID 7b82c125a5a54984b8bb26576b59e977 across the game's other asset files to find which other items carry it and what systems reference it.

Blueprint flags: Blueprints, InputItems, RequiresNearbyCraftingTags

These three flags together define the Teklowvka's interaction with the crafting system.

Blueprints declares that the Teklowvka supports a blueprint (crafting recipe) definition. The Blueprints flag tells the engine to scan the asset for blueprint data -- typically a list of input items, output items, and crafting conditions. Without this flag, the engine will not process any recipe data attached to the asset, even if the data exists in the .dat file. Adding the Blueprints flag to a weapon that previously had none enables crafting for that weapon; removing it disables crafting.

InputItems declares the items the blueprint consumes. These are the ingredients. The InputItems array in the asset's blueprint data section lists the items (by GUID or item ID) and the quantities required. The engine checks the player's inventory for all listed inputs before allowing the craft to proceed. If any input is missing or insufficiently stocked, the craft button is greyed out in the crafting menu.

RequiresNearbyCraftingTags means the blueprint can only be performed when the player is near a crafting station or object that carries a matching tag. For example, if the blueprint requires the Workbench tag, the player must be standing near a workbench object to craft the item. This flag gates the blueprint behind progression: a player must first find or build the appropriate crafting station before they can produce the item. If you remove RequiresNearbyCraftingTags, the player can craft the item from anywhere, regardless of proximity to crafting stations.

Notice that the flag list includes InputItems but does not include OutputItems. If the extracted asset data is accurate, the Teklowvka's blueprint either produces no explicit output item (the output may be the weapon itself, implied by the system when the blueprint is attached to the weapon asset), or the output item definition is stored in a part of the asset not covered by the flag array. When writing a custom weapon with a blueprint, if your blueprint does not work as expected, check whether OutputItems is present in the asset data and add it to your flag list if needed.

Attachment hook flags: Hook_Barrel, Hook_Tactical

The hook flags declare which attachment slots are available on the Teklowvka. Each Hook_* flag enables a corresponding attachment slot in the inventory UI and tells the engine which attachment types to check for compatibility when the player attempts to fit an attachment.

Hook_Barrel enables the barrel attachment slot. This allows muzzle devices -- suppressors, muzzle brakes, compensators, and other barrel-mounted attachments -- to be fitted to the Teklowvka. The attachment must also have a socket value that matches the weapon's Muzzle value of 3 (discussed in the ballistics section). If a barrel attachment exists with a socket value other than 3, it will not be visible as a compatible option in the attachment menu, even with Hook_Barrel present.

Hook_Tactical enables the tactical attachment slot. Tactical attachments include lasers, flashlights, rangefinders, and other utility devices that mount to accessory rails. The tactical slot operates on the same socket-matching principle as the barrel slot.

The Teklowvka's flag list does not include Hook_Grip or Hook_Sight. This means grip attachments (foregrips, bipods, angled grips) and sight attachments (scopes, red dot sights, holographic sights, iron sights) cannot be mounted on this weapon. The attachment menu will not show grip or sight options for the Teklowvka, regardless of whether grip or sight attachments exist in the item catalog with matching socket values. A modder who wants to add sight support to the Teklowvka would add Hook_Sight to the flag array. A modder who wants to add grip support would add Hook_Grip. After adding the flag, the modder must also ensure that the weapon's sight socket or grip socket value (if those fields exist in the asset) matches the socket value of the intended attachments.

Fire-mode flags: Safety, Semi

The fire-mode flags define which firing modes the weapon supports and the order in which the player cycles through them.

Safety is the safety fire mode. When the weapon is in Safety mode, pulling the trigger produces no effect. The weapon will not fire, will not cycle the action, will not deduct ammunition, and will not apply recoil or spread. Safety is typically the first mode in the cycle, meaning a freshly equipped weapon starts in Safety. Players cycle out of Safety by pressing the fire-mode keybind.

Semi is the semi-automatic fire mode. When the weapon is in Semi mode and the player pulls the trigger, the weapon fires exactly one shot, cycles the action, applies recoil and spread, deducts one round from the magazine, and then waits for the next trigger pull. Semi mode governs the trigger behaviour: one shot per trigger pull. Even if the player holds the trigger down, the weapon fires only once. They must release and pull again for the next shot.

The Teklowvka's flag list does not include Auto (fully automatic) or Burst (burst-fire, typically three-round bursts per trigger pull). This means Safety and Semi are the only two fire modes available, and the fire-mode cycle order when the player presses the fire-mode key is: Safety, Semi, Safety. To add an automatic fire mode, add the Auto flag to the array. The cycle order will then become: Safety, Semi, Auto, Safety. To make the weapon fully automatic only (removing semi-auto), remove Semi and keep Auto and Safety.

Bracket characters: [, ],

The characters [, ], {, and } appear in the flag list as literal string entries. These are likely structural delimiters from the data serialisation format used to store the flag array. In some .dat file formats, arrays are serialised with bracket characters as array boundary markers, and the parsing tool that extracted the flags from the asset may have captured these characters as if they were flag entries. They are reproduced here exactly as they appear in the extracted asset data. They are not functional game flags in the sense that they enable or disable engine systems; they are almost certainly artifacts of the data format that do not affect the weapon's behaviour. When editing the Teklowvka's .dat file, do not add or remove bracket characters as flags. Write or edit only the string flag values described above.


Spawn tables

A spawn table (also called a loot table) is a named weighted list that the engine rolls against when populating a loot container or a spawn point on a map. Each row in the table has a weight -- an integer or floating-point number that represents the relative likelihood of that row being selected. The game sums the weights of all active rows in the table, generates a random value between 0 and the total weight, and walks the rows in order until the cumulative weight exceeds the random value. The row at that point is the selected item.

The "Chance per roll" column in the table below represents the weight-derived probability that the Teklowvka is the item selected on a single independent roll of that table. It is calculated as: (Teklowvka's weight in that table) divided by (total weight of all rows in that table), expressed as a percentage.

A chance of 26.667% means the Teklowvka's weight divided by the total table weight is larger relative to the table's weight pool, and the weapon will be selected frequently on individual rolls. A chance of 0.961% means the Teklowvka's weight divided by the total weight is very small relative to the table's weight pool, and the weapon will rarely be selected on any given roll.

The chance per roll is not the same as the probability of finding the weapon in a given container. Most containers in Unturned roll the same table multiple times -- once for each loot slot. A military crate with four loot slots that all roll the Military_Low_Guns table gives four independent chances. Each roll is independent: the outcome of one roll does not affect the next. Four independent rolls of a 25.000% table do not give a 100% chance of finding the weapon; they give four separate 25% opportunities.

MapSpawn tableChance per roll
EasterIslandVermillin_Low_Guns26.667%
CoreMilitary_Low_Guns25.000%
FranceMilita_France_Guns24.590%
RioDeJaneiroExterminators_Low_Weapons20.000%
IrelandCliffs_Airdrop_Weapons_Ranger6.522%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumBelgium_Carepackage2.339%
FranceMilita_France1.954%
FranceFrance_Milita_France1.954%
RioDeJaneiroExterminators_Low1.860%
RioDeJaneiroLow_Exterminators_Low1.860%
RioDeJaneiroExterminators_High1.627%
RioDeJaneiroHigh_Exterminators_High1.627%
FranceMilita_Special_France1.504%
FranceFrance_Milita_Special_France1.504%
EasterIslandVermillin_Low1.441%
FranceMilita_Super_France1.188%
FranceFrance_Milita_Super_France1.188%
EasterIslandVermillin_High0.961%

Showing 20 of 26 tables that can produce this weapon.

Understanding the table

The table lists 20 spawn sources across six maps: EasterIsland, Core, France, RioDeJaneiro, Ireland, and Belgium. The highest chance per roll is 26.667% on Vermillin_Low_Guns (EasterIsland). The next highest are 25.000% on Military_Low_Guns (Core) and 24.590% on Milita_France_Guns (France). These three tables are the primary sources where players will most frequently encounter the Teklowvka. The lowest listed chance is 0.961% on Vermillin_High (EasterIsland). There are 6 additional tables not listed (the extracted asset data shows 20 of 26) where the Teklowvka also appears at presumably still lower probabilities.

The table reveals a parent-child hierarchy pattern in the spawn table naming. Vermillin_Low_Guns (26.667%) is a guns-specific subtable of the broader Vermillin_Low parent table (1.441%). When a container's configuration directs it to roll the parent table, and the parent table's roll selects the guns category (through its own internal weighting), the engine then rolls the child _Guns table to determine which specific gun spawns. Within that child table, the Teklowvka has a 26.667% chance. Both the parent and child appear in the list because different container setups can trigger either table directly.

The same pattern repeats across multiple maps and table families. On RioDeJaneiro, Exterminators_Low_Weapons (20.000%) pairs with Exterminators_Low (1.860%), and High_Exterminators_High (1.627%) pairs with Exterminators_High (1.627%). On France, Milita_France_Guns (24.590%) pairs with Milita_France (1.954%), Milita_Special_France (1.504%), and Milita_Super_France (1.188%). Each pair or group represents a tiered loot structure where higher-tier tables draw from smaller, more curated item lists and lower-tier or broader parent tables have the Teklowvka at a lower weight relative to their larger total weight pools.

The France_ prefix on some table names -- France_Milita_France, France_Milita_Special_France, France_Milita_Super_France -- suggests namespace-qualified table names where the map name is prepended to differentiate identically named tables across different map bundles. The France map has both Milita_France and France_Milita_France as separate tables. Both carry the same chance per roll (1.954%), suggesting they may be identical table definitions referenced by different container configurations, or one may be a local override of a global table. When both are active and a container rolls both tables, the player gets two independent rolls, effectively doubling the opportunity to find the Teklowvka from that container.

Modding spawn tables

When you mod spawn tables, you are editing the weight values in table definitions stored in .dat files, typically in each map's asset bundle directory. Increasing the Teklowvka's weight in a table increases its chance per roll. Removing its row from a table eliminates that spawn source entirely. Adding its row (with the item ID 1360 or GUID 853940d81e814f08999740dd41bf6003) to a table where it does not currently appear creates a new spawn source.

The descending pattern in the table -- from 26.667% at the top to 0.961% at the bottom -- suggests the Teklowvka is positioned as a mid-tier pistol that appears frequently in dedicated gun loot tables and infrequently in general loot tables and high-tier loot tables. A server owner who wants the Teklowvka to be more common across their server would increase its weight in the high-frequency tables (the top three entries) or add it to additional tables on maps where it currently does not appear. A server owner who wants it to be rarer would reduce its weight in the top tables or remove it from some maps entirely, confining it to lower-chance entries.


Canned Beans and the Teklowvka

Canned beans are a recurring reference throughout the 57 Studios wiki. For the full documented lore of beans in the Unturned setting -- their geometry, history, cultural significance among survivors, and their role as a narrative through-line across map releases -- see /lore/canned-beans-lore.

The Teklowvka brief contains no bean data. Canned beans do not appear in any of the weapon's spawn tables. They are not among the weapon's crafting ingredients (the InputItems flag is present, but no bean-related input items appear in the extracted asset data). They are not among the weapon's output items or associated items. There is no bean-themed spawn table entry for this weapon, no bean calibre, no bean attachment socket, no bean blueprint that involves the Teklowvka, and no bean-related flag in the asset's flag array.

The Teklowvka has no relationship to canned beans in the current game files. If you were looking for a bean-related connection to this pistol -- a spawn table on a map associated with bean lore, a blueprint that consumes or produces beans alongside the Teklowvka, or a lore note that references both items -- none exists in the verified data.

A modder who wants to create a bean-themed Teklowvka connection could do so by adding a spawn row for the Teklowvka in a bean-heavy loot table, or by creating a blueprint that consumes canned beans as an ingredient and outputs a Teklowvka (or vice versa). The canon bean data lives at /lore/canned-beans-lore and provides the authoritative item ID, GUID, and spawn behaviour for the vanilla canned beans item, which you would reference in your custom blueprint or spawn table.


Practical use for server owners and modders

This section collects common operations a server owner or modder might perform using the data in this reference. Each subsection references specific fields and tables from the sections above and provides step-by-step guidance for making changes to the vanilla Teklowvka asset.

Changing spawn rates

The Teklowvka appears in 26 spawn tables across 6 maps (20 shown in the table above). To make the Teklowvka more common, increase its weight in the three highest-frequency tables: Vermillin_Low_Guns (currently 26.667% chance per roll on EasterIsland), Military_Low_Guns (25.000% on Core), and Milita_France_Guns (24.590% on France). Increasing the weight in these three tables has the largest impact on player encounter frequency because these tables are rolled frequently by the most common loot containers on their respective maps.

To make the Teklowvka rarer, reduce its weight in the top tables or remove it from some maps entirely. For example, a server owner who wants the Teklowvka to be a France-exclusive weapon would keep it in the France tables (Milita_France_Guns, Milita_France, France_Milita_France, Milita_Special_France, France_Milita_Special_France, Milita_Super_France, France_Milita_Super_France) and delete it from the EasterIsland, Core, RioDeJaneiro, Ireland, and Belgium tables. A server owner who wants it to be a rare airdrop-only weapon would keep it only in Cliffs_Airdrop_Weapons_Ranger (Ireland, 6.522%) and the carepackage tables (Carepackage_Brazil at 4.167%, Brazil_Carepackage_Brazil at 4.167%, Belgium_Carepackage at 2.339%).

When adding the Teklowvka to a new table, reference it by item ID 1360 or GUID 853940d81e814f08999740dd41bf6003. Choose a weight appropriate to the table's total weight pool. In a table with a total weight of 100, a weight of 10 gives a 10% chance per roll. In a table with a total weight of 1000, a weight of 10 gives a 1% chance. Always check the table's total weight before deciding on the Teklowvka's weight to avoid accidentally making it far more or less common than intended.

Changing damage

To change overall damage output, edit Player_Damage, Zombie_Damage, and Animal_Damage in the Teklowvka's .dat file. The large gap between Player_Damage (32) and Zombie_Damage (99) means these two fields should be considered independently. If you double Player_Damage to 64 but leave Zombie_Damage at 99, the weapon becomes much stronger against players while remaining unchanged against zombies. If you want a uniform damage change across all target types, adjust all three damage fields by the same proportion.

To change the headshot reward, edit Player_Skull_Multiplier, Zombie_Skull_Multiplier, or Animal_Skull_Multiplier. The current values are all 1.1. Raising a skull multiplier increases the damage bonus for headshots on that target type. Lowering it to 1.0 removes the headshot bonus entirely for that target type, making headshots deal the same base damage as the reference hit zone. A value below 1.0 would make headshots deal less damage than other hit zones, which is possible but uncommon in weapon design.

To reduce the penalty for limb hits, raise Player_Leg_Multiplier, Player_Arm_Multiplier, Zombie_Leg_Multiplier, and Zombie_Arm_Multiplier toward 1.0. The zombie limb multipliers of 0.3 are particularly punitive; raising them to 0.5 or 0.6 would make the Teklowvka significantly more forgiving when zombies are hit in the limbs. The animal multipliers (Animal_Leg_Multiplier of 0.6 and Animal_Spine_Multiplier of 0.8) should be adjusted in line with the player multipliers unless you want the weapon to behave differently against animals than against players.

Changing handling

To make the Teklowvka more accurate, reduce Spread_Aim from 0.1 toward 0.01 or lower. A Spread_Aim of 0.0 produces perfectly accurate fire while aiming, with no deviation from the aim vector. This would make the Teklowvka effective at any range within its Range value of 80. To make it less accurate, increase Spread_Aim toward 0.2 or above. A higher spread value is appropriate if you want the Teklowvka to be a close-quarters weapon where aimed fire is intentionally imprecise beyond short distances.

To change the horizontal recoil pattern, adjust Recoil_Min_X (currently -3) and Recoil_Max_X (currently 3). The symmetric range crossing zero produces a two-sided drift. To make the weapon always kick right, set both to positive values, for example 0 and 6. To make it always kick left, set both to negative values, for example -6 and 0. To eliminate horizontal recoil entirely, set both to 0. To widen the horizontal unpredictability, increase the absolute range, for example -6 to 6.

To change the vertical climb, adjust Recoil_Min_Y (currently 7) and Recoil_Max_Y (currently 9). The narrow range of 7 to 9 produces a consistent climb per shot, because the two values are close to each other and both point in the same direction (upward). To reduce the climb, lower both values, for example 3 to 5. To increase the climb, raise both values, for example 12 to 16. To make the climb less predictable, widen the range, for example 3 to 12. A weapon with very low vertical recoil requires little to no downward compensation from the player and will feel easier to control in sustained fire.

Changing calibre and magazine

To change which ammunition the Teklowvka accepts, edit Caliber (currently 31) to a different calibre ID. For example, setting Caliber to 1 would make the Teklowvka accept calibre 1 ammunition. Before making this change, verify that ammunition items with the target calibre ID exist in the item catalog. Changing the calibre without updating the magazine asset (item ID 1361) to match will cause a mismatch between the weapon's expected calibre and the magazine's declared calibre, which may prevent the weapon from reloading correctly.

To change the default magazine, edit Magazine (currently 1361) to the item ID of a different magazine asset. The replacement magazine must have a calibre matching the weapon's Caliber field. If you change Caliber and Magazine together, ensure the new magazine declares the new calibre. To change the magazine's spawn fill, adjust Ammo_Min (currently 5) and Ammo_Max (currently 15). The new values should be within the magazine's capacity range. Setting both to the magazine's capacity ensures the weapon always spawns fully loaded. Setting both to 0 ensures it always spawns empty.

Using the GUID in other assets

Use the GUID 853940d81e814f08999740dd41bf6003 in any asset that cross-references items by GUID rather than item ID. Applicable contexts include:

  • A crafting recipe's InputItems list, if the recipe consumes a Teklowvka
  • A crafting recipe's OutputItems list, if the recipe produces a Teklowvka
  • A quest's required item or reward item list
  • A loot table row in GUID-based table formats
  • An NPC's trade inventory definition

The GUID is stable across load-order changes and game updates. It is the recommended identifier for mod-internal references because it does not shift when other mods are added or removed.

Verifying spawn sources on a server

When a player reports they cannot find a Teklowvka on your server, cross-reference the spawn table list above against your server's loaded map rotation. The weapon appears on EasterIsland, Core, France, RioDeJaneiro, Ireland, and Belgium. If your server runs none of these maps, the Teklowvka has zero spawn sources regardless of any loot table customisation.

If your server runs a map that appears in the list but only at very low chances -- for example, EasterIsland with only the Vermillin_High table active at 0.961% -- the weapon is technically present but may take many container rolls across many play sessions to appear. To verify whether a specific table is active on your server, inspect the container configurations on the relevant map and check which tables each container type is configured to roll against. A table that is defined in the map's asset bundles but not referenced by any container will never produce the Teklowvka, even if the table appears in the list above.

Attachment compatibility

The Teklowvka declares two attachment hooks: Hook_Barrel and Hook_Tactical. It accepts barrel attachments with a socket value matching its Muzzle value of 3, and tactical attachments with a socket value matching its tactical socket (not explicitly declared in the extracted asset data but implied by the Hook_Tactical flag). It does not accept sights (Hook_Sight absent) or grips (Hook_Grip absent).

If your mod introduces a custom sight attachment and you want it to be mountable on the Teklowvka, you must add the Hook_Sight flag to the weapon's flag array. You must also ensure the sight attachment's socket value matches whatever sight socket value the Teklowvka uses (if the asset has a sight socket field; the extracted asset data does not declare one). If no sight socket field exists, you may need to add one. The same logic applies to grips: add Hook_Grip and ensure socket compatibility.

When adding a hook flag, add it to the existing flag array alongside the current flags. Do not replace the array. The new flag takes effect on the next asset load, and the attachment slot will appear in the inventory UI the next time a player inspects a Teklowvka.

Fire-mode modification

The Teklowvka has two fire modes: Safety and Semi. The fire-mode cycle order is Safety, Semi, Safety. To add an automatic fire mode, add the Auto flag to the asset's flag array. The cycle order becomes: Safety, Semi, Auto, Safety. The weapon will fire continuously while the trigger is held when in Auto mode, subject to the Firerate value of 3 controlling the cycle interval.

To make the weapon fully automatic only -- with no semi-automatic option -- remove Semi from the flag array while keeping Auto and Safety. The cycle order becomes: Safety, Auto, Safety. The weapon will always fire continuously when the trigger is held. To make it safety-only (unfireable except when a plugin or script overrides the fire mode), remove Semi and do not add Auto. The weapon will have only Safety mode and cannot fire through normal player input.

When adding or removing fire-mode flags, test the weapon in-game after the change. The fire-mode indicator in the HUD should reflect the new cycle order. If the weapon does not fire after a change, check that at least one active fire mode flag (Semi, Auto, or Burst) is present alongside Safety.

Editing the .dat file directly

The asset data described in this article lives in a .dat file, typically stored inside the game's asset bundles. To edit it, extract the .dat file using a Unity asset extraction tool such as UABE (Unity Asset Bundle Extractor) or AssetStudio. Open the extracted file in a plain text editor such as VS Code or Notepad++. Locate the section corresponding to the Teklowvka asset (usually identified by the asset name Teklowvka or GUID 853940d81e814f08999740dd41bf6003). Change the field values to your desired numbers, save the file, and repack the asset bundle using the same extraction tool.

Always back up the original .dat file and the original asset bundle before editing. Test your changes on a local single-player instance before deploying to a live server. After making changes, spawn the weapon in-game using /give 1360 and verify that the tooltip damage display, the firing behaviour, and the attachment compatibility match your intended changes. If changes do not take effect, check that you edited the correct .dat file (some assets have multiple versions across different bundles) and that no other mod is overriding the asset.