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Vonya Shotgun Asset Reference

If you searched for the Vonya shotgun item ID 1366, the Vonya GUID 40be5267368d4236ada00643b9916a14, Vonya damage values, or the Vonya spawn table, this article is the complete technical reference for the asset as it exists in Unturned's game files. Every number below comes directly from the item's .dat definition. We explain what each field controls, how the engine reads it, and what happens when you change it. This is not a play guide or a tier list. It is a modder's reference that teaches you to read and edit the data yourself.

The Vonya is defined in the game files as a Rare shotgun occupying the Primary weapon slot. It fires Vonya ammunition -- a proprietary Russian shotgun shell type that uses its own caliber classification within Unturned's ammunition system. The in-game description reads: Russian shotgun chambered in Vonya ammunition. This description is the text that players see when they inspect the weapon in their inventory, and it can be overridden in a localization file if you are building a custom weapon pack or a curated server experience.

Because the Vonya is a Rare item, it is not commonly found in the world. Rarity in Unturned is a soft classification that does not directly control spawn behaviour on its own. Instead, rarity typically influences which spawn tables the item is placed into and at what weight within those tables. The spawn table data we examine later in this article confirms this: the Vonya appears in high-tier police loot pools and in several French militia tiers, where its drop chance ranges from dominant (100.000% in one Core table) to a trace appearance (0.145% in a remote French table).

Asset identification

Item ID: 1366

Every item in Unturned carries a numeric identifier that the engine uses as its primary lookup key. The Vonya's item ID is 1366. This number appears in spawn table configuration, in loot drop definitions, in server plugin code, and anywhere the engine needs to resolve a string name to a concrete item instance.

When you write a server plugin that grants the Vonya to a player, or when you add the Vonya to a custom loot table, you reference it by this ID. If you are editing a .dat file for a spawn table or a quest reward, you must supply 1366 exactly. A typo in the item ID -- 1367, for example -- would silently resolve to a different item or to nothing at all, because the engine looks up items by integer equality.

If you are creating a custom weapon that uses the Vonya as a base for a reskin or a stat variant, you will still use a new item ID for your custom asset. The original 1366 remains the canonical identifier for the Vonya as shipped in the base game. Knowing the item ID is also how you find the Vonya's .dat file in the game's asset bundles: item IDs map to specific asset paths, and extraction tools use this mapping to locate the correct file.

GUID: 40be5267368d4236ada00643b9916a14

The GUID -- globally unique identifier -- is a 32-character hexadecimal string that gives the Vonya a machine-readable identity that is guaranteed not to collide with any other asset in the game. The GUID for the Vonya is 40be5267368d4236ada00643b9916a14.

Unlike the item ID, which is a small integer that can be reassigned or reused across different game versions, the GUID is permanent and unique. The engine uses GUIDs internally for save data, for network synchronisation between client and server, and for resolving references between assets. When a player's inventory is serialised to a save file, the Vonya slot is stored by GUID, not by item ID. This means that even if a mod shuffles item IDs around, the GUID ensures that saved references to the Vonya remain correct.

In a modding context, you will see GUIDs in blueprint recipes, in crafting requirements, and in the flags system. The Vonya's own flags list contains another GUID (7b82c125a5a54984b8bb26576b59e977), which is a reference to a separate asset -- likely a blueprint or a crafting recipe definition. The engine resolves these cross-references by GUID lookup, which is why GUIDs must be copied exactly. A single mistyped character in a GUID creates a dangling reference that the engine cannot resolve.

When you create a custom item that is derived from or inspired by the Vonya, you must generate a new GUID for your custom asset. Never reuse the Vonya's GUID. Two assets sharing one GUID will produce undefined behaviour at runtime: save corruption, inventory duplication, or crashes during network sync.

Rarity: Rare

The Vonya is classified as Rare. In Unturned's asset system, rarity is a metadata tag that appears on the item definition. The rarity label does not by itself gate loot drops or modify item behaviour. Instead, modders and server owners use rarity as a sorting and filtering signal. A loot table configuration might, for instance, define a pool that only draws from items tagged as Rare or above. A server plugin might use rarity to colour-code item names in chat messages or in a shop UI.

The rarity tier communicates to players and to server operators that this weapon is not a common find. When you see a Rare item in a spawn table with a relatively high drop chance -- such as the Vonya's 100.000% appearance in the Police_High_Guns table -- you should understand that the rarity label and the spawn weight are independent concepts. A Rare item can appear in a table where every roll guarantees it, because rarity does not control probability. A server owner who wants to make the Vonya genuinely rare would lower its weight in the spawn tables, or remove it from high-probability pools entirely.

Slot: Primary

The Vonya occupies the Primary weapon slot. When a player equips the Vonya, it goes into slot index 0 (the primary slot), which is the same slot used by assault rifles, sniper rifles, and other long arms. This means a player cannot carry the Vonya alongside another primary weapon. They must choose between the Vonya and any other primary-class weapon they find.

The slot classification matters for inventory management code and for any server plugin that iterates over a player's equipped items. If you write a plugin that heals a player when they hold a specific item, you would check the primary slot for a GUID or item ID match. If you write a loot filter that prevents players from picking up duplicate primary weapons, you would inspect the slot field of the item they are attempting to grab.

The slot value also affects UI placement. In the inventory screen, primary weapons appear in the large left-hand weapon box. Secondary weapons (slot index 1) appear in the smaller box to its right. Knowing that the Vonya is Primary tells you exactly where it lands in the player's inventory layout.

Ballistics

The ballistics table defines how the Vonya behaves when the trigger is pulled: how far the projectiles travel, how many exit the barrel per shot, what ammunition the weapon consumes, and how many rounds the magazine holds. Every field in this table is read by the engine at the moment of firing. Changing any value here immediately alters the weapon's behaviour without requiring asset recompilation, because .dat values are interpreted at runtime.

FieldValue
Range25
Firerate20
ActionTrigger
Caliber33
Muzzle4
Magazine1368
Ammo_Min1
Ammo_Max7

Range: 25

The Range field sets the maximum distance, in Unturned world units, that a projectile from the Vonya will travel before it ceases to exist. When you fire the Vonya, the engine spawns projectile entities at the muzzle position and gives each one a velocity vector. On every simulation tick, the engine checks the distance each projectile has travelled from its origin. When a projectile's travel distance reaches or exceeds the Range value of 25, the engine destroys that projectile.

A Range of 25 means the Vonya's pellets stop at a relatively short distance compared to rifles and other long-range weapons. This is consistent with a shotgun's intended role as a close-quarters weapon. The engine does not apply damage falloff over distance by default: a pellet that strikes a target at unit 1 and a pellet that strikes a target at unit 24 both apply the same base damage, provided the target is within range. It is only when a pellet passes unit 25 that it vanishes and deals no damage at all.

If you increase the Range value to, for example, 50, the Vonya's pellets will travel twice as far before despawning. This does not make the weapon more accurate -- the spread and recoil values still govern pellet dispersion -- but it does extend the maximum possible engagement distance. If you decrease Range to 10, the weapon becomes almost a melee-range tool, incapable of hitting anything beyond a very short distance.

For modders, Range is one of the most impactful single values to tune. A small numerical change here dramatically alters the weapon's effective role. If you are building a custom shotgun variant that is intended as a long-range slug thrower, you would increase Range. If you are building a breaching shotgun meant only for door destruction at point-blank distances, you would lower it.

Firerate: 20

Firerate is an abstract engine value that controls the delay between successive shots. It is not expressed in seconds, rounds per minute, or any real-world time unit. It is a raw integer that the engine feeds into its internal timing function. The precise mapping between a Firerate value and the real-time delay between shots is not documented here, because it depends on engine tick rate and other internal factors that the extracted asset data does not contain. The value you need to know, and the value you should copy into any custom asset, is exactly 20.

What we can say with certainty is that the Firerate field governs how quickly the weapon cycles. When you pull the trigger, the engine initiates a firing sequence. The projectile spawns, the recoil impulse is applied, and then the engine enters a cooldown phase whose duration is driven by Firerate. A lower Firerate value in the engine's internal logic typically produces a longer delay between shots; a higher Firerate value produces a shorter delay. The Vonya's Firerate of 20 sits at a value that the asset author chose for this particular weapon.

If you are making a custom variant of the Vonya and you want it to fire faster, increase the Firerate value. If you want it to cycle more slowly -- perhaps for a pump-action variant -- decrease it. Because Firerate is an abstract value, you should test your changes in-game rather than trying to predict the real-time effect from the number alone. The engine's interpretation of Firerate may also interact with the Action field, which we cover next.

Action: Trigger

The Action field determines the weapon's firing mechanism at the engine level. A value of Trigger means that the weapon fires when the player presses the fire button. This is the standard activation behaviour for most firearms in Unturned. When the player holds down the fire button, the engine evaluates whether the weapon is ready to fire (based on Firerate cooldown and ammunition availability) and, if so, initiates a firing cycle.

The Action value works in concert with the flags system. The Vonya carries the Semi flag, which means that even though the Action is Trigger, the weapon will only fire one shot per trigger pull. The player must release and re-press the fire button for each subsequent shot. This combination -- Action Trigger plus the Semi flag -- defines a semi-automatic firing behaviour: one shot per deliberate trigger press, with the Firerate value controlling the minimum delay between presses.

If you removed the Semi flag from the asset without changing the Action or Firerate values, the weapon would behave differently, potentially firing continuously as long as the fire button is held. If you changed the Action to a different mode -- such as Pump or Bolt -- the engine would insert additional cycling steps (like a pump animation or bolt pull) between shots, altering the practical firerate independently of the Firerate field value.

Caliber: 33

The Caliber field links the weapon to a specific ammunition type. The value 33 is the caliber ID that corresponds to Vonya ammunition in Unturned's ammunition registry. When a player attempts to fire the Vonya, the engine checks the player's inventory for ammunition items whose caliber ID matches 33. If no matching ammunition is found, the weapon does not fire.

The caliber system is one of Unturned's core economy mechanisms. A weapon's caliber ID is what prevents a player from loading rifle rounds into a shotgun or pistol rounds into an assault rifle. Each ammunition item in the game also carries a caliber ID, and the engine performs an integer equality check between the weapon's Caliber field and the ammunition item's caliber field. A match means the ammunition can be loaded; a mismatch means it cannot.

If you create a custom ammunition type with a new caliber ID and you want the Vonya to accept it, you would change the Caliber field to match your new ammunition's caliber ID. Alternatively, if you create a new weapon that uses Vonya ammunition, you would set its Caliber field to 33. The caliber ID is not a calibre measurement in millimetres or inches: it is an arbitrary integer that the asset author assigned in the .dat file.

Muzzle: 4

The Muzzle field defines the number of projectiles -- pellets, in the case of a shotgun -- that the weapon fires per trigger pull. When the Vonya fires, the engine spawns 4 projectile entities at the muzzle position, each travelling in a direction determined by the weapon's spread cone. This is the pellet count, and it is one of the defining characteristics of a shotgun in Unturned's weapon system.

Each of those 4 pellets is an independent projectile. Each one checks for collision with targets, each one applies damage when it hits, and each one is destroyed when it reaches the Range limit of 25 units. Because the spread value (Spread_Aim of 0.775, covered in the Handling section) determines the angular dispersion of the pellets, the individual pellets fan out from the muzzle in a cone shape. At close range, multiple pellets often strike the same target, multiplying the effective damage. At longer ranges, fewer pellets connect because the cone widens.

If you increase Muzzle to, say, 8, the Vonya would fire twice as many pellets per shot. This would increase the potential damage output considerably but would not change the spread pattern. Each additional pellet still scatters according to the same spread cone, so the density of the pellet cloud increases. If you decrease Muzzle to 1, the weapon fires a single projectile per shot, behaving more like a slug-firing weapon or a rifle.

Magazine: 1368

The Magazine field contains the item ID of the magazine or ammunition container that this weapon accepts. A value of 1368 means the Vonya takes the magazine item whose item ID is 1368. When a player reloads the Vonya, the engine searches the player's inventory for an item with ID 1368 and, if found, consumes it to refill the weapon's ammunition.

The magazine item ID is distinct from the caliber ID. The caliber ID (33) governs which loose ammunition rounds the weapon can chamber. The magazine item ID (1368) governs which pre-loaded magazine items the weapon can accept during a reload. A player could carry loose Vonya shells of caliber 33 and manually load them one at a time, or they could carry a Vonya magazine (item 1368) and perform a magazine reload. The engine supports both paths, and the interaction between them is defined by the Ammo_Min and Ammo_Max fields.

If you are creating a custom magazine item for the Vonya with a different capacity or a different crafting recipe, you would assign it a new item ID and then change the Magazine field here to reference your custom magazine. If you set Magazine to 0 or to an invalid item ID, the weapon may lose the ability to reload from magazines, falling back to chamber-loading individual rounds only.

Ammo_Min and Ammo_Max: 1 and 7

These two fields define the ammunition capacity range for the Vonya. Ammo_Min is the minimum number of rounds the weapon contains when it is first spawned into the world as loot. Ammo_Max is the maximum number of rounds the weapon can hold when fully loaded.

Ammo_Min of 1 means that when a player finds the Vonya as a world spawn, it will have at least one round chambered. The exact number of rounds in a freshly spawned Vonya is randomised between Ammo_Min (1) and Ammo_Max (7), inclusive, by the engine at the moment of spawn. A player might find a Vonya with anywhere from 1 to 7 rounds already loaded. This randomisation adds variety to loot drops and encourages players to carry spare ammunition or magazines.

Ammo_Max of 7 means the Vonya holds a maximum of seven rounds in its internal magazine. A player cannot load an eighth round. When the player presses the reload key, the engine checks the current ammunition count against Ammo_Max and, if there is room, attempts to load more rounds from the player's inventory or from a compatible magazine item.

If you increase Ammo_Max to, for example, 12, the Vonya gains a larger magazine capacity. This makes the weapon more forgiving in extended engagements because the player spends less time reloading. If you decrease Ammo_Min to 0, the weapon could spawn completely empty, forcing the player to find ammunition before it can be fired. For server owners, the Ammo_Min and Ammo_Max pair is a useful tuning knob: raising Ammo_Max makes the weapon stronger in sustained combat, while lowering Ammo_Min makes looting the weapon feel less generous.

Damage output

The Vonya's damage system is built from a base damage value and a set of per-hit-zone multipliers. Every target in Unturned -- player, zombie, or animal -- has distinct hit zones (skull, spine, arm, leg), and the engine multiplies the base damage by the appropriate zone multiplier for the type of target being hit. The tables below cover all three target types: player damage, zombie damage, and animal damage.

Player damage

FieldValue
Player_Damage35
Player_Leg_Multiplier0.7
Player_Arm_Multiplier0.7
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.2

Player_Damage is the Vonya's base damage value against player targets. The value 35 is applied per pellet that hits. Because the Vonya fires 4 pellets per shot (Muzzle of 4), a point-blank shot where all four pellets connect with the target's torso would apply 35 damage four times. The engine processes each pellet independently, so four hits means four separate damage events, each checking the hit zone multiplier for the body part that particular pellet struck.

The multipliers are the damage scalars for each hit zone. Player_Leg_Multiplier of 0.7 means a pellet that strikes the leg deals 35 multiplied by 0.7. Player_Arm_Multiplier of 0.7 works identically for arm hits. Player_Spine_Multiplier of 0.8 means spine and torso hits deal 35 multiplied by 0.8. Player_Skull_Multiplier of 1.2 means headshots deal 35 multiplied by 1.2 -- the only multiplier above 1.0, making headshots the most damaging hit location against players.

These multipliers stack with no cap in the basic damage model. The engine fetches the base damage (35), fetches the multiplier for the hit zone the pellet struck, multiplies the two together, and subtracts the result from the target's health pool. If a target has damage resistance from armour or from a status effect, that reduction is applied separately by other systems in the engine. The damage values in this table represent the output of the weapon itself before any defensive modifiers are applied.

If you change Player_Damage to a different value, every multiplier in this table scales proportionally. Raising base damage to 50, for instance, increases the damage of every hit zone -- including headshots -- because all multipliers are applied to the same base. If you change an individual multiplier, you alter the relative effectiveness of targeting that specific hit zone. Raising Player_Skull_Multiplier to 1.5 rewards headshots more heavily. Raising Player_Leg_Multiplier to 1.0 makes leg shots as effective as torso shots, which changes the incentive structure for aiming.

Zombie damage

FieldValue
Zombie_Damage35
Zombie_Leg_Multiplier0.7
Zombie_Arm_Multiplier0.7
Zombie_Spine_Multiplier0.8
Zombie_Skull_Multiplier1.2

The zombie damage table is structurally identical to the player damage table. The values are the same: base damage of 35, with leg and arm multipliers at 0.7, spine at 0.8, and skull at 1.2. The Vonya treats zombie targets identically to player targets in terms of raw damage output. The engine switches to this table when the projectile collides with an entity that is tagged as a zombie, and it applies the same multiplication logic.

The fact that zombie and player damage values are identical is not a universal rule across all Unturned weapons -- it is a design choice made for the Vonya. Different weapons can and do ship with different damage profiles for different target types. A modder building a custom weapon might, for example, give it higher zombie damage than player damage to create a weapon that is powerful against PvE threats but balanced in PvP. The Vonya happens to use the same numbers for both, which means its damage effectiveness is consistent regardless of whether the target is a player or a zombie.

The practical implication is that a headshot on a zombie, just like a headshot on a player, benefits from the 1.2 skull multiplier. If you are tuning the Vonya for a zombie-survival server and want it to be more effective against the undead horde, you could raise Zombie_Damage or increase the Zombie_Skull_Multiplier without affecting player-versus-player balance. Because player and zombie damage tables are independent, you have separate tuning knobs for PvP and PvE.

Animal damage

FieldValue
Animal_Damage35
Animal_Leg_Multiplier0.7
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.2

The animal damage table follows the same pattern but with one important difference: there is no Animal_Arm_Multiplier. Animals in Unturned's damage model do not have a separate arm hit zone. The game's hit detection system treats animal entities as having three distinct zones for damage purposes: leg, spine, and skull. Any hit that would register as an arm hit on a player or zombie is either mapped to one of the three available zones or handled differently by the engine for animal targets.

The base Animal_Damage is 35, matching the player and zombie base values. The multipliers are the same as their counterparts: leg at 0.7, spine at 0.8, skull at 1.2. Because the arm multiplier is absent, a modder who is copying this data into a custom weapon definition should not include an Animal_Arm_Multiplier field. Including a field that the engine does not expect for animal targets could produce a warning, could be silently ignored, or could produce undefined behaviour depending on how the engine handles unrecognised asset fields.

This absence of an arm multiplier also means that the animal damage table is slightly simpler to work with than the player or zombie tables. There is one fewer value to tune, and -- depending on how the engine redirects shots that would be arm hits on other target types -- the effective damage against animals may be marginally higher or lower than against players and zombies for hits that land in limb-like areas. Without the engine's exact hit-zone mapping logic for animal arm shots, a modder should test animal damage carefully after making changes to the animal multiplier values.

Computed damage per hit zone

The extracted asset data provides pre-computed damage values for each hit zone across all three target types. These tables multiply the base damage of 35 by the zone multipliers listed in the damage tables above. They are presented here exactly as they appear in the source data. You do not need to perform any additional arithmetic to use these numbers: if you are looking up how much damage the Vonya deals to a specific hit zone on a specific target type, the answer is in the appropriate table below.

Player hit zone damage

Hit zoneMultiplierDamage (base 35)
Skull1.242
Spine0.828
Arm0.724.5
Leg0.724.5

The table shows that against players, the Vonya deals 42 damage per pellet to the skull, 28 damage per pellet to the spine or torso, and 24.5 damage per pellet to arms and legs. Because these values are per-pellet and the Vonya fires 4 pellets per shot, a single trigger pull that lands all four pellets on a player's skull would produce four separate damage events of 42 each. However, this article does not total those values or compute shots-to-kill, because the extracted asset data does not include player health pool data and the template prohibits deriving numbers not literally present in the source material.

Notice that the Arm and Leg rows report the same damage value (24.5) because they share the same multiplier of 0.7. This means that against players, there is no difference in damage between hitting an arm and hitting a leg. Both are limb hits and both apply the same 0.7 scalar. The spine (torso) is worth 28 damage, making centre-mass shots more effective than limb shots but less effective than headshots. The headshot multiplier of 1.2 is the premium hit location, rewarding accuracy with 42 damage per pellet.

Zombie hit zone damage

Hit zoneMultiplierDamage (base 35)
Skull1.242
Spine0.828
Arm0.724.5
Leg0.724.5

The zombie hit zone damage table is identical to the player table in every value. Skull hits deal 42, spine hits deal 28, and arm and leg hits deal 24.5. This means the Vonya's damage profile against zombies offers no special bonuses or penalties compared to its profile against players. A headshot on a zombie and a headshot on a player both receive the same 42-damage result from a single pellet.

For server owners running PvE-only or zombie-survival game modes, this table confirms that the Vonya is equally as effective against zombie threats as it is against player threats, at the raw damage level. The factors that would differentiate PvE from PvP effectiveness are external to the damage tables: things like zombie movement speed, zombie detection range, and zombie spawn density, none of which are contained in the Vonya's asset data.

Animal hit zone damage

Hit zoneMultiplierDamage (base 35)
Skull1.242
Spine0.828
Leg0.724.5

The animal hit zone damage table contains three rows instead of four, reflecting the absence of the arm multiplier for animal targets. A skull shot on an animal delivers 42 damage per pellet, a spine shot delivers 28, and a leg shot delivers 24.5. There is no arm row because there is no Animal_Arm_Multiplier defined in the asset data.

The absence of an arm damage value for animals is a structural feature of the game's damage model for non-humanoid entities. When you are building a custom damage table for a weapon that will be used against wildlife, you should follow the same pattern: define only the hit zones that exist for animal targets. Adding a spurious arm row to an animal damage definition is not guaranteed to produce an error, but it is also not guaranteed to be used by the engine, and it introduces ambiguity that can make debugging damage issues more difficult.

Handling and recoil

Handling values control how the weapon moves in the player's hands when it is fired. These values define the recoil impulse, the spread pattern of the pellets, and the screen shake that accompanies each shot. Together, they determine how the Vonya feels to shoot and how difficult it is to land consecutive hits on target. Unlike the damage tables, which affect the outcome of a hit, the handling values affect the probability of landing a hit in the first place.

FieldValue
Recoil_Min_X-5
Recoil_Min_Y25
Recoil_Max_X5
Recoil_Max_Y35
Spread_Aim0.775
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil: X and Y axes

Recoil in Unturned is a two-axis system. The X axis represents horizontal recoil (side-to-side camera movement), and the Y axis represents vertical recoil (upward camera movement). For each shot fired, the engine picks a random value within the defined min-to-max range for each axis and applies that offset to the player's aim direction.

Recoil_Min_X of -5 and Recoil_Max_X of 5 together define the horizontal recoil range. When the Vonya fires, the engine generates a random horizontal offset between -5 and 5, inclusive. A value of -5 pulls the aim to the left; a value of 5 pulls it to the right. The fact that the range is symmetric (-5 to 5) means the horizontal recoil has no inherent directional bias. Over many shots, the aim will drift left and right with roughly equal probability.

Recoil_Min_Y of 25 and Recoil_Max_Y of 35 define the vertical recoil range. On every shot, the engine generates a random vertical offset between 25 and 35 and moves the aim upward by that amount. Both values are positive, so the vertical recoil always kicks upward -- the aim never drops downward as a result of recoil. The range of 25 to 35 means the upward kick varies from shot to shot within a 10-unit window, making the weapon's recoil pattern somewhat unpredictable. A player cannot memorise a single, fixed correction; they must adjust dynamically to the actual recoil value each shot produces.

These recoil values are large. A Y-axis recoil minimum of 25 and maximum of 35 represents a substantial upward kick per shot. This is consistent with a powerful shotgun that would realistically have heavy recoil. For modders, reducing these values makes the Vonya more controllable. Lowering Recoil_Min_Y and Recoil_Max_Y, or tightening the gap between min and max, reduces the vertical climb and makes follow-up shots easier to place. Conversely, increasing the values makes the weapon more punishing to fire rapidly, rewarding deliberate, spaced-out shots over spam.

Spread_Aim: 0.775

Spread_Aim controls the angular width of the pellet dispersion cone when the player is aiming down sights. A value of 0.775 defines how far from the centre of the crosshair a pellet can deviate when the weapon is fired. Higher spread values produce a wider cone, meaning pellets scatter more and are less likely to land on a distant target. Lower spread values tighten the cone, concentrating pellets into a denser pattern.

Spread is one of the defining stat differences between shotguns and rifles in Unturned. A shotgun typically has a higher spread value, which is why shotgun pellets fan out in a cone rather than travelling in a tight cluster. The Vonya's Spread_Aim of 0.775 is the value that governs this behaviour when the player is aiming. There may be additional spread modifiers for hip-fire (firing without aiming down sights) that are stored in other fields not present in the extracted asset data. A modder who wants to adjust only the aimed spread would change Spread_Aim.

If you reduce Spread_Aim, the Vonya's pellets cluster more tightly at all ranges. At 0.1, the weapon behaves almost like a slug gun, with pellets travelling in a narrow beam. At 1.5, the spread is extremely wide, and pellets fan out so dramatically that hitting anything beyond a few units becomes unlikely. The value of 0.775 represents the asset author's chosen balance between a usable spread pattern and the characteristic pellet dispersion of a shotgun.

Shake: Shake_Min_X and Shake_Max_X

Screen shake is a visual effect that displaces the player's rendered view in response to firing the weapon. It is purely cosmetic in most implementations. It does not affect where the pellets actually travel -- that is controlled by spread and recoil. Shake affects what the player sees on screen, which can make the weapon feel more powerful or more difficult to control, depending on the values.

Shake_Min_X of -0.005 and Shake_Max_X of 0.005 define a horizontal shake range. On each shot, the engine generates a random shake offset between -0.005 and 0.005 screen units and displaces the rendered view by that amount. The range is symmetric, meaning the shake jitters left and right with no directional bias. The magnitude is small: 0.005 screen units is a subtle jitter, not a dramatic screen kick. This is a relatively mild shake effect compared to weapons that might use values in the 0.05 or 0.1 range.

The Vonya's shake definition includes only the X axis. There is no Shake_Y field in the extracted asset data, which suggests either that the Vonya does not apply vertical screen shake, or that the field is present in the asset data at a default value (such as 0) that was not included in the extracted data. A modder who wants to add vertical shake to the Vonya could add a Shake_Min_Y and Shake_Max_Y pair to the asset definition, mirroring the structure of the recoil fields. If the engine recognises these fields, it will apply vertical screen jitter on each shot.

Attachment hooks and flags

Flags are boolean-like markers and reference strings that live on the asset definition. They tell the engine how to categorise the weapon, what attachment slots are available, whether the weapon is craftable, and what other assets (via GUID) it is linked to. Reading the flags list is like reading the feature checklist for the asset: every behaviour, hook, and cross-reference is declared here.

The following flags are present on the Vonya asset:

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

GUID flag: 7b82c125a5a54984b8bb26576b59e977

The first entry in the flags list is a 32-character hexadecimal string in GUID format. This is almost certainly a cross-reference to another asset in the game. In Unturned's asset system, GUIDs embedded in flags lists typically point to related assets: a blueprint recipe, a crafting definition, a linked item, or an effect definition. The engine resolves this GUID at runtime to locate the linked asset.

Without access to the full asset database to trace what asset 7b82c125a5a54984b8bb26576b59e977 points to, the specific purpose of this cross-reference is not confirmed. The most likely candidates, given the presence of other crafting-related flags, are a crafting blueprint or a recipe definition for manufacturing the Vonya.

Blueprints and crafting flags

The Blueprints flag indicates that the Vonya has an associated crafting blueprint. This means the weapon can be manufactured at a crafting station rather than found exclusively as world loot. The InputItems flag confirms that the blueprint requires specific input ingredients. The RequiresNearbyCraftingTags flag signals that the crafting station must be nearby -- the player cannot craft the Vonya from their inventory alone; they need to be within range of a crafting station that carries the required tags.

Together, these three flags tell a modder that the Vonya is part of the crafting economy, not just the loot economy. If you are building a server where players must craft their own gear, you would keep these flags active and ensure the blueprint recipe is defined and accessible. If you want the Vonya to be loot-only, you could remove the Blueprints and InputItems flags, but you would also need to handle the blueprint recipe asset separately to avoid leaving a broken crafting entry in the game.

Hook flags: Hook_Grip, Hook_Sight, Hook_Tactical

These three flags define the attachment mount points on the Vonya. Hook_Grip means the weapon has a slot for a grip attachment (foregrip, angled grip, or similar). Hook_Sight means the weapon has a slot for a sight or scope attachment. Hook_Tactical means the weapon has a slot for a tactical attachment (laser sight, flashlight, or similar).

Each hook flag tells the engine to render an attachment socket on the weapon model at the position defined in the asset's Unity prefab. When a player attaches a compatible accessory, the engine loads the accessory's model and parents it to the socket transform. The flags do not themselves define which specific attachments are compatible -- that information lives in the attachment items' own asset definitions, which specify which weapon item IDs or hook types they can mount to.

For modders, understanding the hook flags is essential when creating custom attachments. If you build a new sight and you want it to be mountable on the Vonya, you must ensure that the sight's asset definition declares compatibility with the Vonya's item ID (1366) or with weapons that have the Hook_Sight flag. Conversely, if you create a custom Vonya variant and you want it to accept barrel attachments as well, you would add a Hook_Barrel flag (if the engine supports it) and ensure the model has the corresponding socket transform.

Behavioural flags: Safety and Semi

The Safety flag indicates that the Vonya has a safety mechanism. In practical terms, this means the weapon can be toggled between a ready-to-fire state and a safe state. The player can press a key (typically the fire mode selector key) to switch the safety on and off. When the safety is engaged, the weapon will not fire even if the player presses the fire button.

The Semi flag, as discussed in the Ballistics section, restricts the weapon to semi-automatic fire. Combined with the Action field value of Trigger, the Semi flag means the Vonya fires exactly one shot per trigger pull. The player must release the trigger and press it again to fire the next shot. This prevents fully automatic fire regardless of how long the player holds the trigger.

These two flags work together to define the weapon's handling characteristics. A player running the Vonya has a safety toggle available and cannot spray pellets by holding the trigger. Every shot is a deliberate, single trigger press, with the firerate cooldown governing the minimum interval between shots. If a modder wants to create a fully automatic Vonya variant, they would remove the Semi flag. If they want to remove the safety toggle, they would remove the Safety flag.

Bracket flags: [, ],

The presence of [, ], {, and } as distinct flags in the list is unusual. These are literal square and curly bracket characters, each appearing as a separate flag entry. They are not typical flag values in Unturned's flag system. Their presence could indicate one of several things: they might be delimiters used by the asset serialisation format that were parsed as individual tokens during data extraction, they might be remnants of an asset editing tool's internal formatting, or they might serve a purpose specific to the asset's blueprint or crafting recipe structure that is not documented in the standard flag vocabulary.

Because these bracket characters do not correspond to known Unturned weapon flags, a modder should treat them with caution. Do not delete them from a custom asset definition unless you have tested the asset in-game without them and confirmed that their removal causes no problems. Do not add them to weapons that do not already have them, as their purpose is unconfirmed. If you are copying the Vonya's flags into a custom weapon as a starting template, copy them exactly as they appear and test the result.

Spawn locations

The spawn table is where the Vonya's rarity label intersects with actual world presence. Spawn tables define pools of items that the engine can select from when populating loot at specific locations on specific maps. Each row in the table below represents one spawn table entry: a map, a named loot table on that map, and the probability that the Vonya will be the item selected when the engine rolls on that table.

MapSpawn tableChance per roll
CorePolice_High_Guns100.000%
FranceMilita_Special_France_Guns11.628%
CoreRussia_Police_High6.818%
CorePolice_High6.818%
FranceMilita_Special_France0.822%
FranceFrance_Milita_Special_France0.822%
FranceMilita_Super_France0.649%
FranceFrance_Milita_Super_France0.649%
FranceRula_France_Living0.164%
FranceFrance_Rula_France_Living0.164%
FranceRula_France_Hyrdro0.145%
FranceFrance_Rula_France_Hydro0.145%

How spawn tables work

A spawn table is a weighted list of items. Each entry in the list has an item reference and a weight. When the engine needs to populate a loot container -- a police locker, a militia crate, a civilian dresser -- it selects the appropriate spawn table for that container's type and location and rolls on it. The roll is a weighted random selection: items with higher weights are more likely to be chosen, and items with lower weights are less likely.

The "Chance per roll" column in the table above expresses the probability that the Vonya is the item selected when the engine makes a single roll on the named spawn table. A chance of 100.000% means that every time the engine rolls on the Police_High_Guns table on a Core map, the Vonya is the guaranteed result. The spawn table effectively contains the Vonya as its only entry (or as an entry with a weight so dominant that no other item can win the roll).

Lower chances, such as 0.145%, mean the Vonya is one item among many in that table, and its selection probability is small. In a table with hundreds or thousands of rolls per map instance, even a 0.145% chance produces occasional Vonya spawns. But on a per-player, per-container basis, the chance is low enough that most players will never see the Vonya drop from a Rula_France_Hyrdro or France_Rula_France_Hydro container.

Core map spawns

The Vonya appears in three spawn tables on Core maps. The first, Police_High_Guns, has a 100.000% chance per roll. This table likely contains the Vonya as its sole item or as the overwhelmingly dominant item, and it is probably used in specific high-value police loot locations such as armouries, SWAT stashes, or evidence lockers. Any player who accesses a container that draws from Police_High_Guns will find the Vonya -- guaranteed.

The second and third Core entries both have a 6.818% chance. The Russia_Police_High and Police_High tables are presumably broader loot pools that contain multiple rare police-grade weapons. The Vonya is one option among many, and a 6.818% chance per roll means that roughly one in every fifteen rolls on these tables will select the Vonya. Across a full server with dozens of police-grade loot containers, several Vonyas are likely to be in circulation at any given time.

France map spawns

The majority of the Vonya's spawn table entries are on France maps. The France map is a curated experience map with its own set of loot tables and item pools. The Vonya appears across nine distinct spawn tables on France, with probabilities ranging from 11.628% down to 0.145%.

The highest-probability France entry is Milita_Special_France_Guns at 11.628%. This table, given its name, likely contains special militia weaponry and is one of the more reliable sources for finding the Vonya on France. The next tier down includes Milita_Special_France and France_Milita_Special_France at 0.822% each, followed by Milita_Super_France and France_Milita_Super_France at 0.649% each. The duplicate-like names (e.g., Milita_Special_France and France_Milita_Special_France) suggest that the France map has both its own unique tables and localised variants of standard tables, and both are included in the spawn definition.

At the bottom of the probability range, Rula_France_Living and France_Rula_France_Living each sit at 0.164%, and Rula_France_Hyrdro and France_Rula_France_Hydro each sit at 0.145%. These are extremely low-probability spawns. A player would need to loot hundreds of containers drawing from these tables to have a reasonable expectation of finding a Vonya. These entries are likely there for flavour and variety: even a remote living-quarters container or a hydroelectric dam crate has a tiny chance of containing a rare police shotgun.

Modifying spawn tables

For server owners, the spawn table data is directly actionable. If you want the Vonya to be more common on your server, you have several options. You can add the Vonya to additional spawn tables with higher weights. You can increase its weight in the tables where it already appears, raising those 0.145% chances to more meaningful values. You can add new spawn tables to your server's configuration that specifically feature the Vonya and attach them to containers that make thematic sense (police stations, military checkpoints, gun stores).

If you want the Vonya to be rarer, you can do the inverse. Lower the weights in the existing tables. Remove the Vonya from the high-probability tables (Police_High_Guns at 100.000% is the obvious candidate for removal or weight reduction if you want the weapon to feel truly rare). Or remove the Vonya from some maps entirely while keeping it present on others, creating geographic scarcity.

When editing spawn tables, always test your changes on a local server before deploying to production. A misconfigured spawn weight can result in the Vonya never spawning (if the weight is accidentally set to 0), or in the Vonya completely saturating the loot pool (if a table's total weight distribution funnels every roll into the Vonya). Both extremes produce unintended gameplay experiences and frustrate players.

Canned beans

The Vonya shotgun has no connection to canned beans in its asset data. The extracted asset data contains no bean-related fields, no bean flags, no bean damage multipliers, and no bean spawn table entries. Beans do not appear in the Vonya's item description, its crafting recipe flags, or its attachment hooks.

This absence is not unusual. Many items in Unturned have no bean association, and the running bean canon on this wiki is a separate thread from the technical asset references. If you are curious about why beans appear in some asset data, or if you want to understand the broader bean lore that runs through these documentation pages, see the canonical article at /lore/canned-beans-lore.

A modder who wants to add beans to the Vonya's data would need to decide what form the association takes. You could add a bean-related flag, a bean-themed description line, or a custom crafting recipe that requires canned beans as an ingredient. The asset data as shipped does not include any of these, so any bean integration would be a custom addition to your own variant of the weapon.

Practical use for server owners and modders

The data in this article is presented as a flat technical reference, but its real value comes from the decisions you make with it. Here are the most common use cases and the data points you need for each one.

If you are tuning the Vonya's damage for your server's balance model, you need the Player_Damage value of 35 and the five player hit-zone multipliers (0.7 for leg and arm, 0.8 for spine, 1.2 for skull). Adjust the base damage to change all hit-zone damage proportionally, or adjust individual multipliers to reshape the reward structure for aiming at specific body parts. Test your changes with multiple pellet hits in mind: because Muzzle is 4, a single shot can deliver up to four damage events to one target.

If you are configuring spawn tables for your server, the spawn location table in this article gives you every map and table where the Vonya currently appears, along with the current probability per roll. Use this as your starting point. To make the Vonya more common, add entries to additional tables or raise the low-probability entries (those in the 0.1% to 0.8% range). To make it rarer, lower the high entries (particularly the 100.000% Police_High_Guns entry) or remove entries entirely.

If you are building a custom weapon that uses the Vonya as a base, copy the asset definition and change the item ID (1366) and GUID (40be5267368d4236ada00643b9916a14) to new, unique values. Keep the ballistics table, damage tables, and handling table intact as your starting baseline, then adjust individual fields to differentiate your custom weapon from the original. The flags list should be copied exactly, including the GUID flag and the bracket characters, unless you have a specific reason to remove or change a flag.

If you are creating a custom attachment that should be compatible with the Vonya, note the three hook flags: Hook_Grip, Hook_Sight, and Hook_Tactical. Your attachment's asset definition must reference the Vonya's item ID (1366) or the appropriate hook type to establish compatibility. Your attachment's model must be positioned and oriented correctly for the weapon's attachment socket transforms, which are defined in the Vonya's Unity prefab and are not covered by the .dat data in this article.

If you are writing a server plugin that interacts with the Vonya programmatically, the key identifiers are item ID 1366 and GUID 40be5267368d4236ada00643b9916a14. Use the item ID for inventory lookups, spawn table references, and item grant commands. Use the GUID for save-data operations, cross-asset references, and any logic that must survive item ID remapping across game or mod updates.

Every value in this article can be changed. None of these numbers are hard-coded into the engine in a way that prevents modification. The .dat file format is designed for editing, and the engine reads values from the asset data at runtime. A server owner or modder with a text editor and a copy of the Vonya's asset definition can reshape this weapon into something that fits their specific game mode or vision. The goal of this reference is to give you the exact values to copy and the knowledge of what each field does, so that your changes are deliberate, tested, and understood.