Skip to content

Zubeknakov Weapon Data Reference

The Zubeknakov is an Unturned ranged weapon whose item ID -- 122 -- is notably low, indicating it is one of the older weapons in the game's asset registry. Lower item IDs generally correspond to assets added earlier in the Unturned development timeline. This does not affect the weapon's behaviour or balance; it is a metadata curiosity that can help modders understand asset lineage when tracing item references across the game's data.

The asset name is Zubeknakov, which matches its display name. The GUID is 2df5fb7e563f4c5aa21bda1a38232f08. The rarity is Epic and the slot is Primary. This article documents every field in the asset, explaining what each field controls and how a modder reads and edits it.

The in-game description reads: Russian assault rifle chambered in Ranger ammunition.

Asset identification

Three keys identify the Zubeknakov:

  • Asset name: Zubeknakov
  • Item ID: 122
  • GUID: 2df5fb7e563f4c5aa21bda1a38232f08

The item ID 122 is the lowest among the weapons covered in this reference set (the Augewehr has 1362, the Maschinengewehr has 1477, the Swissgewehr has 1488). Lower item IDs correlate with earlier addition to the game but should not be interpreted as "more important" or "more powerful." They are arbitrary numeric keys assigned sequentially or semi-sequentially as items were added to the registry.

The rarity is Epic (purple tier). The slot is Primary. The Zubeknakov occupies the primary weapon slot in the player's inventory.

Ballistics fields

FieldValue
Range200
Firerate4
ActionTrigger
Caliber9
Muzzle3
Magazine123
Ammo_Min10
Ammo_Max35

Range

Range has a value of 200. This is the projectile despawn distance in game units. At 200 units of travel from the muzzle, the engine removes the projectile from the world if it has not hit a target. Range 200 is standard for assault rifles in Unturned and matches the Augewehr's Range of 200.

A modder who raises this value extends the projectile's reach. A modder who lowers it restricts effective distance. Range does not affect damage -- there is no damage falloff. The combination of Range 200 with the tightest Spread_Aim in this reference set (0.033) means the Zubeknakov can effectively engage targets at the full 200-unit distance while remaining accurate, which distinguishes it from the Swissgewehr (Range 210 but Spread_Aim 0.05, giving more reach but less accuracy at range).

Firerate

Firerate has a value of 4. This is the lowest Firerate among the weapons in this reference set (Augewehr: 7, Maschinengewehr: 6, Swissgewehr: 5). A lower Firerate value means a shorter interval between shots, which means the Zubeknakov cycles faster than the other weapons. The value 4 combined with the Auto flag means the weapon can fire full-auto at a high cyclic rate.

Firerate is a raw engine tick, not a real-time measurement. The direction of comparison is consistent (lower = faster), but the specific conversion is internal to the engine. A modder who changes this value changes the cycle rate. A modder who wants an even faster-firing Zubeknakov lowers the value (to 3 or 2). A modder who wants a slower, heavier-feeling weapon raises it (to 6 or 7).

When Firerate is lowered, the engine processes shots more frequently. This has downstream effects on recoil accumulation, ammo consumption, and network performance (more shots per unit time means more projectile entities to track). A modder setting a very low Firerate (1 or 2) should test that the engine handles the rapid-fire correctly and that the server's tick rate can keep up with the projectile creation rate.

Action

Action is set to Trigger. This is the semi-automatic baseline: one shot per trigger pull. The Zubeknakov carries the Auto, Semi, and Safety flags. With Trigger as the action and all three fire-mode flags present, the fire selector cycles through safe, semi-auto, and full-auto.

Caliber

Caliber has a value of 9. This is an ammunition-type identifier that maps to Ranger ammunition. The in-game description confirms this: "chambered in Ranger ammunition." Any ammo box item whose Caliber field is 9 is compatible with the Zubeknakov.

Caliber 9 is a different ammunition type from Caliber 1 (Military, used by the Swissgewehr) and Caliber 40 (Maschinengewehr ammo, used by the MP40). The Augewehr does not have a Caliber field, handling ammunition compatibility through the magazine item alone.

A modder who changes the Zubeknakov's Caliber to a different number changes which ammo boxes it accepts. A modder creating a new ammunition type that should be exclusive to Ranger weapons assigns it caliber 9, but this makes it compatible with every weapon that uses caliber 9. For exclusive ammo, use a new, unused caliber ID.

Muzzle

Muzzle has a value of 3. Standard assault-rifle muzzle flash radius. Affects visual flash size and zombie detection radius.

Magazine -- shared dependency with the Augewehr

Magazine has a value of 123. This is item ID 123, the Augewehr Magazine. The Zubeknakov shares its magazine item with the Augewehr. Both weapons reference the same magazine asset, meaning both weapons use the same physical magazine object.

This is the single most important modding detail for the Zubeknakov. Any change to magazine item 123 affects both the Zubeknakov and the Augewehr. A modder who increases the magazine capacity of item 123 to 40 rounds gives both weapons a 40-round magazine. A modder who changes the ammunition type filter on item 123 changes both weapons' ammunition compatibility. A modder who changes the reload animation data on item 123 changes both weapons' reload behaviour.

A modder who wants the Zubeknakov to have a unique magazine must:

  1. Create a new magazine asset with a new, unused item ID.
  2. Configure the new magazine's properties (capacity, reload time, ammunition type filter).
  3. Change the Zubeknakov's Magazine field from 123 to the new item ID.
  4. Include the new magazine asset in the asset bundle.
  5. The Augewehr continues using magazine 123 and is unaffected.

Similarly, a modder who wants to give the Augewehr a unique magazine creates a separate new magazine for the Augewehr. After both weapons have unique magazines, each can be balanced independently.

The shared magazine is a legacy design artefact. The Augewehr and Zubeknakov were likely created with the same magazine reference intentionally, as both are described as assault rifles chambered in military/Ranger ammunition (though the Zubeknakov uses caliber 9 / Ranger, not caliber 1 / Military -- the magazine asset itself determines compatibility with both or either ammo type). A modder auditing weapon dependencies should check all weapons for shared magazine references before editing magazine properties.

Ammo_Min and Ammo_Max

Ammo_Min has a value of 10 and Ammo_Max has a value of 35. The Zubeknakov spawns with 10 to 35 rounds in the magazine. The maximum of 35 is higher than the Augewehr's 30, the Maschinengewehr's 32, and the Swissgewehr's 20.

A server owner who wants the weapon to always spawn fully loaded sets both values to 35. A server owner who wants more variability keeps the wide range. A server owner who wants a "found with a nearly empty magazine" feel sets Ammo_Min to a low number like 2.

Player damage fields

FieldValue
Player_Damage37
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage

Player_Damage has a value of 37. This is the lowest base player damage among the primary-slot assault rifles covered in this reference set (Augewehr: 43, Swissgewehr: 40). The Zubeknakov compensates with the lowest Firerate (4), meaning it fires faster than those weapons, trading per-shot damage for cycle rate.

A modder who raises Player_Damage increases damage output across all hit zones proportionally. A modder who wants the Zubeknakov to have more punch per shot at the cost of fire rate can raise Player_Damage and raise Firerate simultaneously.

Player_Leg_Multiplier and Player_Arm_Multiplier

Both have a value of 0.6. Standard limb-hit multipliers: 60% of base damage.

Player_Spine_Multiplier

Player_Spine_Multiplier has a value of 0.8. Torso hits deal 80% of base damage.

Player_Skull_Multiplier

Player_Skull_Multiplier has a value of 1.1. Headshots deal 110% of base damage. Standard headshot bonus.

Player damage per hit zone (computed)

Hit zoneMultiplierDamage (base 37)
Skull1.140.7
Spine0.829.6
Arm0.622.2
Leg0.622.2

The computed values are 40.7 for skull, 29.6 for spine, and 22.2 for limbs. These are pre-armour values. A modder who wants to shift these numbers changes the relevant field -- base for blanket, multiplier for surgical.

Zombie damage fields

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

Zombie_Damage

Zombie_Damage has a value of 99. Independent of Player_Damage (37). The engine selects the damage field based on target type. A modder who wants the Zubeknakov weaker against zombies lowers this value. PvP balance is unaffected.

Zombie multipliers

The limb multipliers are 0.3 (half the player limb value), the spine multiplier is 0.6 (vs 0.8 for players), and the skull multiplier is 1.1 (matching players). The pattern is standard: zombies take more punishment from non-headshot hits.

Zombie damage per hit zone (computed)

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

Skull hits resolve to 108.9, spine to 59.4, limbs to 29.7. The gap between skull and limb (79.2) is wider than the player-damage gap because both the base is higher and the limb multipliers are lower.

Animal damage fields

FieldValue
Animal_Damage37
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

Animal_Damage has a value of 37, matching Player_Damage. The multipliers match the player multipliers. The Zubeknakov deals identical raw damage to players and animals.

No Animal_Arm_Multiplier exists. Animal skeletons lack an arm bone group.

Animal damage per hit zone (computed)

Hit zoneMultiplierDamage (base 37)
Skull1.140.7
Spine0.829.6
Leg0.622.2

The computed animal damage mirrors the player damage. A modder can adjust Animal_Damage independently to tune hunting difficulty.

Handling fields

FieldValue
Recoil_Min_X1
Recoil_Min_Y2.5
Recoil_Max_X2
Recoil_Max_Y3.5
Spread_Aim0.033
Shake_Min_X-0.0025
Shake_Max_X0.0025

Recoil fields -- right-biased horizontal recoil

The Zubeknakov has a distinctive recoil profile. Recoil_Min_X is 1 and Recoil_Max_X is 2. Both horizontal recoil values are positive -- the weapon always kicks to the right. This is unique among the weapons in this reference set. The Augewehr has symmetric horizontal recoil (-1 to 1). The Maschinengewehr has symmetric horizontal recoil (-2 to 2). The Swissgewehr has symmetric horizontal recoil (-1.25 to 1.25). The Zubeknakov is the only one with a fully positive horizontal range.

The right-biased recoil means the weapon consistently drifts to the right during sustained fire. The player cannot compensate by letting the kick average out; every shot pushes the aim point rightward. This is a deliberate design choice, not a bug.

The vertical recoil range is 2.5 to 3.5. Both values are positive (upward kick) with a narrow band (1 unit). The upward climb is consistent and predictable.

A modder who wants symmetric horizontal recoil sets Recoil_Min_X to -1 or -2. A modder who wants left-biased recoil sets both X values negative. A modder who wants the Zubeknakov to feel more controllable tightens the Y range (e.g., 1.5 to 2.5). A modder who wants severe upward kick raises Recoil_Max_Y.

Spread_Aim

Spread_Aim has a value of 0.033. This is the aimed-fire angular spread cone. The value 0.033 is the tightest spread among the weapons in this reference set. The Augewehr has 0.0375. The Maschinengewehr has 0.04. The Swissgewehr has 0.05. The Zubeknakov is the most accurate when aimed, which helps compensate for the lower per-shot damage -- more shots land on target.

A modder who reduces this further (to 0.01 or lower) makes the Zubeknakov a pinpoint sniper-like weapon. A modder who raises it reduces accuracy at range.

Shake fields

Shake_Min_X has a value of -0.0025 and Shake_Max_X has a value of 0.0025. Subtle horizontal screen shake, matching the Augewehr and Swissgewehr profiles.

The extracted asset data does not list Shake_Min_Y or Shake_Max_Y.

Flags

The Zubeknakov carries this flag list:

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

Behaviour-group GUIDs

Two GUIDs are present: "7b82c125a5a54984b8bb26576b59e977" and "e73a23b102f24520a32ec0b2afaa6157". The first is shared with the Augewehr, Maschinengewehr, and Swissgewehr. The second is shared with the Maschinengewehr. The presence of two GUIDs means the Zubeknakov participates in two separate behaviour-grouping systems. A modder creating a custom weapon should generate new GUIDs.

Fire mode flags

Auto, Semi, and Safety are all present. The fire selector cycles through safe, semi-auto, and full-auto. This is the complete fire-mode set: the Zubeknakov supports all three standard fire-selector positions.

Attachment hook flags

All four hook flags are present: Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical. The Zubeknakov is a complete attachment platform, accepting barrel, grip, sight, and tactical attachments.

The complete hook set means the Zubeknakov can be customised with suppressors, muzzle brakes, grips, scopes, flashlights, and laser sights -- the full range of Unturned weapon attachments. A modder creating new attachments should test against the Zubeknakov because its hook point coordinate system represents the "standard" assault-rifle attachment layout. If an attachment works on the Zubeknakov, it will likely work on any assault rifle with the same hook flag configuration.

Crafting with OutputItems

Blueprints marks the weapon as craftable. InputItems means the blueprint consumes input materials. OutputItems means the blueprint produces output items -- the weapon itself and potentially byproduct or disassembly materials. RequiresNearbyCraftingTags means a crafting station must be nearby.

The OutputItems flag means the Zubeknakov can produce items beyond the weapon itself when crafted or disassembled. The specific output items are defined in blueprint data attached to the asset, not in the flags list. A modder configuring a server's disassembly economy can use the Zubeknakov as a source of specific materials by editing its blueprint output data.

A server owner who wants the Zubeknakov to be craftable without a crafting station removes RequiresNearbyCraftingTags. A server owner who wants it to be uncraftable removes Blueprints. A server owner who wants the disassembly yields to change edits the blueprint's output item list.

The presence of OutputItems on the Zubeknakov (and the Maschinengewehr) but not on the Augewehr or Swissgewehr suggests different crafting design intents for different weapons. Weapons with OutputItems are likely intended to participate in a crafting economy where disassembly yields materials; weapons without it are craftable but do not return materials when broken down.

Bracket characters

[, ], {, and } are serialiser delimiters. Leave them unchanged.

Where the Zubeknakov spawns

The Zubeknakov appears in 28 spawn tables across six maps, making it the most widely distributed weapon in this reference set.

MapSpawn tableChance per roll
CoreMilitary_High_Guns100.000%
FranceAirport_France50.000%
FranceFrance_Airport_France50.000%
CoreArena_Guns_Ranger_Common33.333%
CoreMonolith_Arena_Guns_Ranger29.749%
CoreArena_Guns_Ranger29.749%
RioDeJaneiroExterminators_High_Guns29.412%
BelgiumMilitia_Belgium_Guns25.000%
IrelandCliffs_IFR_High_Guns13.158%
FranceMilita_Special_France_Guns11.628%
EasterIslandEaster_Airdrop_Guns8.000%
EasterIslandEaster_Airdrop5.576%
IrelandCliffs_Airdrop_Weapons_Ranger4.348%
CoreRussia_Military_High2.500%
CoreMilitary_High2.500%
RioDeJaneiroExterminators_High2.206%
RioDeJaneiroHigh_Exterminators_High2.206%
IrelandCliffs_IFR_High1.097%
BelgiumMilitia_Belgium1.040%
FranceMilita_Special_France0.822%

Showing 20 of 28 tables that can produce this weapon.

100% Core military guarantee

Military_High_Guns on the Core map has a chance of 100.000%. The Zubeknakov is the only item in this table or accounts for 100% of its weight. Every draw from Military_High_Guns produces a Zubeknakov. The number of Core-map containers that reference this table determines how frequently the weapon appears in military loot.

France airport entries

Airport_France and France_Airport_France are both 50.000%. These are paired entries referencing the same underlying France airport loot table. The 50% chance (not 100%) means the table contains the Zubeknakov plus at least one other item of equal weight, or the Zubeknakov has half the total table weight.

The airport-themed tables suggest the Zubeknakov is associated with France airport loot, which is consistent with military-grade weapon spawns in high-security locations.

Ranger-themed arena tables

The Core map has three arena tables with "Ranger" in their names: Arena_Guns_Ranger_Common at 33.333%, Monolith_Arena_Guns_Ranger at 29.749%, and Arena_Guns_Ranger at 29.749%. These are arena-mode Ranger loot pools. The "Ranger" theme corresponds to the Zubeknakov's Caliber 9 (Ranger ammunition), linking the weapon's ammunition type to its spawn table categorisation.

The Monolith_Arena_Guns_Ranger table at 29.749% suggests the Zubeknakov is associated with the Monolith arena map variant or a specific arena location named "Monolith."

Ireland's Ranger airdrop

The Ireland map has Cliffs_Airdrop_Weapons_Ranger at 4.348%, a Ranger-themed airdrop weapons table. This is a dedicated Ranger-weapons airdrop pool. The Zubeknakov's association with Ranger loot extends across multiple maps, not just the Core map.

How a server owner edits the 100% table

The Military_High_Guns table at 100% on Core is the simplest high-impact edit. The Zubeknakov is the only item or has 100% of the weight. To change the distribution:

  1. Reduce the Zubeknakov's weight (if weight is 1 and there are no other items, reducing it to 0.5 with no other items still gives 100% -- the chance is weight/total, and 0.5/0.5 = 100%. To meaningfully reduce the chance, add other items).
  2. Add competing items: each new item entry adds its weight to the total pool. If the Zubeknakov has weight 1 and the modder adds four other weapons of weight 1 each, the total is 5 and the Zubeknakov's chance becomes 20% (1/5).
  3. Remove the Zubeknakov: delete the entry for item ID 122. The table is now empty or contains only the replacement items.

A server owner who removes the Zubeknakov from Military_High_Guns but leaves it in the 27 other tables has reduced its frequency but not eliminated it. The remaining tables include the France airport tables at 50%, the Core arena tables at 33.333% and 29.749%, and the Rio exterminator table at 29.412%.

Adding the Zubeknakov to new tables

With 28 existing tables, the Zubeknakov is already widely distributed. A server owner adding it to additional tables should consider whether the weapon needs more distribution or whether the existing 28 tables already provide sufficient coverage.

To add the weapon to a new table, the server owner inserts an entry with item ID 122 and a chosen weight. The weight should be proportional to the table's existing item weights. Adding the Zubeknakov with weight 10 to a table whose total weight is 100 gives it a 10% per-roll chance. Adding it with weight 1 to a table whose total weight is 1000 gives it a 0.1% chance.

The weapon's Epic rarity suggests it should appear in military, arena, and high-tier loot tables. Placing it in civilian or low-tier tables would make it an outlier and could confuse players who expect Epic items only from military sources.

Paired table entries

Several entries appear in pairs with the same percentage:

  • Exterminators_High at 2.206% and High_Exterminators_High at 2.206%
  • Milita_Special_France at 0.822% and Milita_Special_France_Guns at 11.628% (note: these are a guns-specific and general-loot pair, not identical-percentage duplicates)
  • Militia_Belgium_Guns at 25.000% and Militia_Belgium at 1.040%

These paired entries represent the same spawn table referenced under two different internal table identifiers. The Exterminators_High pair is an exact match -- both entries likely reference the same table through different registry keys. The Militia_Belgium pair is a guns-specific vs general-loot split, with the guns table carrying the higher percentage.

Whether both paired identifiers are active depends on the map's container configuration. A server owner editing spawns should verify which table identifiers are actually referenced by containers. If both identifiers in a pair are active, the Zubeknakov effectively appears in that spawn context twice, which can increase the weapon's effective frequency beyond what a single percentage suggests.

The Ranger ammunition ecosystem

The Zubeknakov uses caliber 9 (Ranger ammunition). This links it to a specific ammunition ecosystem that includes other Ranger weapons, Ranger ammo boxes, and Ranger-themed loot tables. The Core arena tables (Arena_Guns_Ranger_Common, Monolith_Arena_Guns_Ranger, Arena_Guns_Ranger) and the Ireland airdrop table (Cliffs_Airdrop_Weapons_Ranger) are explicitly Ranger-themed.

A server owner building a faction or role that uses Ranger weapons should include the Zubeknakov in that faction's loadout, as it is the most widely distributed Ranger assault rifle. A server owner who adds custom Ranger weapons should consider whether those new weapons compete with the Zubeknakov for the same spawn tables and ammunition supply.

Ranger ammunition (caliber 9) is separate from Military ammunition (caliber 1) and Maschinengewehr ammunition (caliber 40). A player carrying the Zubeknakov needs caliber 9 ammo boxes specifically. A server owner who wants to simplify ammunition logistics can change the Zubeknakov's Caliber to 1 (Military), making it share ammunition with the Swissgewehr, but this breaks the Ranger thematic association.

Map-by-map analysis

Core map. The most important entries are Military_High_Guns at 100% (guaranteed military drop), the three arena Ranger tables at 33.333% and 29.749% (arena-mode availability), and the two general military tables at 2.500% (Russia_Military_High and Military_High). The Core map provides the Zubeknakov through military, arena, and general-peaks contexts.

France map. The airport tables at 50% provide strong France availability. The militia special tables at 11.628% (guns) and 0.822% (general) provide additional sources. France is the second-strongest source after Core.

Rio map. Exterminators_High_Guns at 29.412% is a strong entry from an exterminator-themed table -- suggesting the Zubeknakov is associated with exterminator faction loot on Rio. The paired entries at 2.206% provide additional sources.

Ireland map. Cliffs_IFR_High_Guns at 13.158% is an IFR-themed high-tier guns table. Cliffs_Airdrop_Weapons_Ranger at 4.348% is a dedicated Ranger airdrop pool. Cliffs_IFR_High at 1.097% is the general-loot companion.

Belgium map. Militia_Belgium_Guns at 25.000% is a strong single entry. The companion at 1.040% provides a trace presence in general militia loot.

Easter Island. Two airdrop entries at 8.000% and 5.576%. The Zubeknakov is airdrop-only on Easter Island.

Canned Beans

The Zubeknakov brief contains no bean data. Weapon assets are a different asset category from food items and do not carry nutritional fields. The Zubeknakov's 28 spawn tables draw from military, arena, airport, militia, exterminator, and airdrop pools. These are combat-loot pools that do not overlap with civilian food and grocery tables.

The canonical bean reference is at /lore/canned-beans-lore. A modder who wants military containers to occasionally produce canned food must manually configure the container to reference both military and civilian food tables.

The military-bean separation across 28 tables

The Zubeknakov's 28-table distribution covers a wide range of military and combat-themed loot contexts. Despite this breadth, none of those 28 tables are civilian food tables. The separation between combat loot and survival food is maintained consistently across all maps and all table types.

A player searching military crates on Core, airport terminals on France, exterminator hideouts on Rio, or militia camps on Belgium will find combat gear -- weapons, ammunition, armour -- but not food. A player searching grocery stores, kitchens, and residential buildings will find food but not weapons of this tier. The separation creates a gameplay loop where players must visit different location types for different resource categories.

A server owner who collapses this separation -- by adding food tables to military containers or adding weapon tables to civilian containers -- changes the gameplay loop. Players no longer need to route between military and civilian zones; a single container type provides everything. Whether this is desirable depends on the server's design goals. A fast-paced PvP server might benefit from unified loot; a survival server benefits from the routing requirement.

Practical use for server owners and modders

Spawn tuning priority

The highest-impact table is Core Military_High_Guns at 100%. Any Core server owner adjusting Zubeknakov spawns should start here. Removing the weapon from this table or adding competing items changes the weapon's frequency on the most-played map.

For France servers, the Airport_France table at 50% is the priority. For arena-mode servers, the three arena Ranger tables are the priority.

Magazine sharing -- critical detail

The Zubeknakov and the Augewehr both use magazine item ID 123. This is the most important modding consideration for either weapon. Changing magazine 123 affects both weapons simultaneously.

To give the Zubeknakov a unique magazine:

  1. Create a new magazine asset with a new item ID (e.g., 5000).
  2. Configure its properties (capacity, reload, ammunition type).
  3. Change the Zubeknakov's Magazine field from 123 to 5000.
  4. Ensure the new magazine is included in the asset bundle.
  5. The Augewehr continues using magazine 123 and is unaffected.

Right-biased recoil

The Zubeknakov always kicks right (Recoil_Min_X: 1, Recoil_Max_X: 2). This is a design characteristic. A server owner who receives player complaints about "weird recoil" can explain that the horizontal recoil is right-biased while most other rifles are symmetric. A modder who wants to "normalise" the recoil sets Recoil_Min_X to -1 and Recoil_Max_X to 1, producing symmetric horizontal recoil.

Lowest Firerate, tightest spread

The Zubeknakov has the lowest Firerate (4) and the tightest Spread_Aim (0.033) among the weapons in this reference set. The combination of fast cycling and tight accuracy compensates for the lowest Player_Damage (37). The design intent appears to be a high-volume, accurate rifle that trades per-shot punch for sustained output.

A modder who raises Player_Damage while keeping Firerate at 4 creates a weapon that is both high-damage and fast-firing, which may be unbalanced. A modder who wants a "DMR Zubeknakov" raises Player_Damage, raises Firerate (slowing the cycle), and lowers Spread_Aim (increasing accuracy).

OutputItems crafting

The OutputItems flag means the Zubeknakov blueprint can produce materials when crafted or disassembled. A server owner running a disassembly economy can configure the Zubeknakov to yield specific components -- scrap metal, mechanical parts, weapon components -- when a player breaks it down. The specific output items and quantities are defined in blueprint output data attached to the asset.

The OutputItems flag also means the Zubeknakov's crafting recipe produces items beyond the weapon itself. The blueprint's output data may include multiple item entries: the weapon (item 122) plus any additional output items. A modder editing the blueprint output data changes what materials are produced, which affects the crafting economy on any server using the vanilla or modified blueprint.

A server owner who wants the Zubeknakov to be uncraftable removes Blueprints. A server owner who wants it craftable without a crafting station removes RequiresNearbyCraftingTags. A server owner who wants it craftable but with no byproduct items removes OutputItems (and clears the output item data). Each flag is an independent toggle for a different aspect of the crafting system.

Ranger ammunition (Caliber 9)

Caliber 9 is the Ranger ammunition type. It is not interchangeable with Caliber 1 (Military) or Caliber 40 (Maschinengewehr). A modder creating a new ammunition type that should be exclusive to Ranger weapons assigns it caliber 9, but this makes it compatible with every caliber-9 weapon. For exclusive ammunition, use an unused caliber ID and update only the target weapon.

A server owner adding the Zubeknakov to a map must ensure caliber 9 ammo boxes spawn on that map. The Zubeknakov's existing spawn tables on Core, France, Rio, Belgium, Ireland, and Easter Island all include caliber 9 ammo in their broader loot ecosystems, but the weapon's spawn tables do not guarantee ammunition availability. A server owner adding the Zubeknakov to a new map (one not listed in the 28 tables) must also add caliber 9 ammo boxes or change the weapon's Caliber to an ammunition type that does spawn on the target map.

Full attachment test workflow

The Zubeknakov's complete hook set makes it a good attachment test platform. A modder developing new attachments:

  1. Load the Zubeknakov prefab in the Unity editor.
  2. Locate the four hook point GameObjects (Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical) as children of the weapon root.
  3. Note each hook point's local transform.
  4. Build the attachment prefab with a matching coordinate system.
  5. Test by parenting the attachment to the hook point in Unity and checking visual alignment from multiple angles.
  6. Test in-game with /give 122 for the weapon and the appropriate give command for the attachment.
  7. Verify cross-weapon compatibility by testing on other weapons with the same hook flags (e.g., the Swissgewehr, which also has all four hooks).

The Zubeknakov's hook point coordinate system may differ from the Swissgewehr's -- both have all four hooks, but they are different weapon models with different attachment positions. An attachment that aligns perfectly on the Zubeknakov may be slightly offset on the Swissgewehr. A thorough attachment mod tests on every weapon the attachment supports.

28-table distribution and rarity management

Despite Epic rarity, the Zubeknakov's 28-table distribution can make it feel common. A server owner who wants Epic to feel rare should reduce the number of tables the weapon appears in, not just lower weights. Removing the weapon from 15 tables while keeping it at high weights in the remaining 13 reduces its appearance contexts while maintaining its presence where it does appear.

The high table count is partly explained by the Zubeknakov's age (item ID 122 suggests it was added early) and its presence in arena-mode tables. Arena tables are separate from the main map's spawn tables and serve the arena game mode. If a server runs only the main survival mode and not arena, the arena tables are irrelevant to that server's loot economy. A server owner auditing Zubeknakov frequency should exclude arena tables from the count if arena mode is not active.

Handling profile analysis

The Zubeknakov's handling fields create a distinctive firing feel:

  • Recoil: horizontal range 1 to 2 (entirely positive -- always kicks right, unique in this reference set). Vertical range 2.5 to 3.5 (narrow band, consistent upward climb).
  • Spread_Aim: 0.033 (tightest in this reference set -- the Zubeknakov is the most accurate assault rifle when aimed).
  • Shake: -0.0025 to 0.0025 (standard, matches Augewehr and Swissgewehr).

The combination of tightest spread and right-biased recoil creates a weapon that is accurate at range but drifts rightward during sustained fire. A player can learn to lead slightly left to compensate. A modder who wants a "marksman Zubeknakov" would further reduce Spread_Aim, raise Player_Damage, and raise Firerate (slowing the cycle) to create a DMR variant. A modder who wants a "CQB Zubeknakov" would lower Firerate for faster cycling, reduce recoil ranges for controllability, and raise spread slightly to balance the close-range effectiveness.

What is absent

The extracted asset data shows 20 of 28 tables. Eight additional tables exist but are not listed. A modder doing a comprehensive spawn audit should verify the complete 28-table list against the current game data. The Zubeknakov likely appears on additional maps or in additional loot categories beyond what is shown here.

The weapon shares magazine 123 with the Augewehr. This is the Magazine field's value, confirmed in both briefs. Any modder working with either weapon must account for this shared dependency.

The Zubeknakov carries the "e73a23b102f24520a32ec0b2afaa6157" GUID, shared with the Maschinengewehr. The Swissgewehr and Augewehr do not carry this second GUID. The significance of this grouping is internal to the engine.

The low item ID and asset lineage

Item ID 122 is notably low. In Unturned's development history, items were added to the registry sequentially or semi-sequentially. A low item ID generally means the asset was created early in the game's development -- possibly during the 2.0 era, before the transition to 3.0. The Zubeknakov is one of the original assault rifles in the game, and its presence in 28 spawn tables reflects its status as a well-established, widely distributed weapon.

The low item ID has practical modding implications. Many older plugins, map configurations, and tutorial resources reference item ID 122. A modder encountering a reference to "item 122" in an old plugin configuration can be confident it refers to the Zubeknakov. The item's GUID (2df5fb7e563f4c5aa21bda1a38232f08) is the modern, stable reference and should be used in new code, but the item ID remains valid for spawn tables and /give commands.

Cross-referencing with other weapons

The Zubeknakov shares magazine 123 with the Augewehr -- the most impactful cross-weapon dependency in this reference set. Any modder working with either weapon must account for this shared magazine. The Zubeknakov also shares the GUID "e73a23b102f24520a32ec0b2afaa6157" with the Maschinengewehr, linking them to a common secondary behaviour group.

The Zubeknakov has the lowest Player_Damage (37) of the primary assault rifles in this set, compensated by the lowest Firerate (4) and the tightest Spread_Aim (0.033). The design trades per-shot damage for rate of fire and accuracy. A modder changing one of these values should consider the interplay: raising Player_Damage without adjusting Firerate creates a weapon that is both high-damage and fast-firing; lowering Spread_Aim further creates a pinpoint sniper-like weapon.

The Zubeknakov has the most spawn tables (28) of any weapon in this set, making it the most widely distributed assault rifle. It appears on the most maps (at least six), in the most loot contexts (military, arena, airport, militia, exterminator, airdrop), and with the widest range of per-roll chances (from 100% to 0.822%).

Testing on a server

A server owner deploying the Zubeknakov should verify that Ranger ammunition (caliber 9) is available on the target map. The weapon cannot use Military (caliber 1) or Maschinengewehr (caliber 40) ammo. If the map's loot tables do not include caliber 9 ammo boxes, the Zubeknakov will be unusable once the initial spawn-loaded rounds are fired.

The magazine (item 123) is shared with the Augewehr. A server owner who deploys both weapons should confirm that magazine 123 and its ammunition type are compatible with both weapons. If the server owner has modified magazine 123 for balance purposes, the changes affect both the Zubeknakov and the Augewehr.

For servers with custom attachment items, the Zubeknakov's full hook set (Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical) makes it a good test platform. If a new attachment snaps correctly to the Zubeknakov, it will likely work on any weapon with the same hook configuration.

The Zubeknakov asset is the most widely distributed weapon in this reference set, with 28 spawn tables, the tightest spread, the lowest Firerate, and a distinctive right-biased recoil profile. Its shared magazine dependency with the Augewehr (item 123) is the single most important cross-weapon consideration for modders. The Zubeknakov's low item ID (122) marks it as an early Unturned asset, and its extensive distribution across six maps and multiple loot contexts reflects its status as one of the game's foundational assault rifles. Modders creating custom Ranger-family weapons or balancing server loot economies should treat the Zubeknakov as a central reference point. This article documents the Zubeknakov as it exists in the asset data at the time of extraction. Game updates may change field values, add or remove flags, or alter spawn table distributions. A modder referencing this data should verify the current asset state against the live game files before deploying changes to a production server.

The Zubeknakov is the most widely distributed assault rifle in this reference set and the one with the most cross-weapon dependencies -- sharing a magazine with the Augewehr and a behaviour-group GUID with the Maschinengewehr. Its low item ID, tight spread, fast firerate, and right-biased recoil create a weapon profile that is both distinctive and representative of early Unturned design conventions. Modders building custom Ranger-cartridge weapons will find the Zubeknakov an essential reference point.