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Bulldog Weapon Reference

This page is a complete data reference for the Bulldog weapon asset in Unturned -- item ID 1369, GUID b9d78d60a3aa43448174ab76e30778e8. It documents every field the game file defines: ballistic parameters, per-zone damage multipliers for players, zombies, and animals, handling recoil and spread characteristics, the full item flag set, and every loot table the Bulldog can appear in. The values on this page come directly from the extracted asset data; no number is estimated or derived beyond what the game file itself computes.

This is a data reference article, not a play guide. You will not find shots-to-kill estimates, time-to-kill calculations, or attachment recommendations here. What you will find is every number the asset declares, explained field by field, so you can read the data, understand what each value controls, and make informed changes in your own mods.

Asset identity

Every item in Unturned is identified by three things: an asset name, a numeric item ID, and a GUID (globally unique identifier). The asset name is the internal string the engine uses to load the item. The item ID is the integer other assets reference when they need to point at the Bulldog -- for example, a loot table entry, a crafting recipe, or a magazine definition. The GUID is a 32-character hex string that uniquely identifies this item across every Unturned map and mod. No two items share a GUID.

FieldValue
Asset nameBulldog
Item ID1369
GUIDb9d78d60a3aa43448174ab76e30778e8
RarityRare
SlotSecondary

Rarity

The Rarity field controls how the game colours the item name in the inventory UI and influences certain loot-table weighting mechanics. Rare items get a blue-tinted name. The rarity ladder in Unturned runs: Common (white), Uncommon (green), Rare (blue), Epic (purple), Legendary (gold), and Mythical (red). The Bulldog sits at Rare, the middle tier -- more valuable than the green Uncommon items but less exclusive than Epic weapons.

Rarity does not directly affect damage values or range. It is a metadata tag that loot tables, trading systems, and UI elements can key off. A Rare weapon can be weaker than an Uncommon one in raw numbers -- the rarity label describes the item's intended scarcity and prestige, not its combat performance.

Slot

The Slot field sets the Bulldog to the Secondary weapon slot. This is the same slot occupied by pistols, compact SMGs, and sawed-off shotguns. The Bulldog cannot be equipped alongside another Secondary weapon -- picking one up while a pistol is equipped will swap the pistol out. The Primary slot remains available, so a player can carry a long rifle or shotgun in Primary and the Bulldog in Secondary simultaneously.

The in-game description reads: Israeli carbine chambered in Bulldog ammunition.

Ballistics

The ballistics fields control how the projectile behaves once it leaves the muzzle. They are defined in the .asset file under the weapon's data block. The engine reads these values at load time and uses them to compute projectile trajectories, fire-rate pacing, ammo consumption, and reload behaviour.

FieldValue
Range90
Firerate2
ActionTrigger
Caliber34
Muzzle3
Magazine1371
Ammo_Min20
Ammo_Max45

Range

Range is a game-internal distance value. A higher number means the projectile travels further before the engine considers it out of effective range. At 90, the Bulldog has a moderate effective range -- longer than most pistols but shorter than dedicated long rifles. The engine uses this value to determine when damage falloff begins and when the projectile is removed from the simulation entirely.

When modding, adjusting this value upward lets the projectile reach targets at greater distances before falloff triggers. Lowering it makes the weapon a close-quarters tool. The Range field interacts with the map's geometry and the projectile's velocity (defined elsewhere in the calibre or ammunition data) -- it is not the sole determinant of how far a shot can travel, but it is the primary cap.

Firerate

Firerate is a tick-based interval between shots. Lower values mean less time between shots, meaning faster fire. The Bulldog's Firerate of 2 means the engine waits for 2 ticks of the internal game timer before the next shot can fire. This is not a duration in seconds and it is not a rounds-per-minute figure. It is the raw engine tick-gap number.

If you want a faster-firing Bulldog, lower this value. A Firerate of 1 would cut the gap to 1 tick, making the weapon fire as fast as the engine's fastest possible interval. If you want a slower, more deliberate weapon, raise the value to 3, 4, or higher. The relationship is inverse: higher Firerate numbers mean slower fire.

Action

The Action field tells the engine what animation set to use for firing and reloading. Trigger means the Bulldog uses the standard trigger-fired animation cycle: the character pulls the trigger, the weapon cycles, and a new round is chambered. Other Action values include Break (break-action shotguns), Bolt (bolt-action rifles), Pump (pump-action shotguns), and Minigun (rotary-barrel weapons).

Changing the Action field in a mod switches the animation set. If you changed the Bulldog's Action to Bolt, the character would cycle a bolt after each shot, which would look incorrect on the Bulldog's model but would function mechanically. The Action field does not affect damage, range, or firerate -- only the visual animation cycle.

Caliber

Caliber is an integer that maps to an ammunition type. Every ammo box and magazine in the game also carries a Caliber value, and the engine matches them: a magazine with Caliber 34 can feed a weapon with Caliber 34. The Bulldog uses Caliber 34, which corresponds to its dedicated ammunition type -- the "Bulldog ammunition" mentioned in the in-game description string.

When you create a custom weapon and want it to share the Bulldog's ammo pool, set its Caliber to 34. When you create a custom ammo type and want the Bulldog to be able to use it, set that ammo's Caliber to 34. The Caliber integer is the sole determinant of ammo compatibility -- the in-game description string is cosmetic and does not affect which ammo the engine allows.

If you want a Bulldog variant that chambers a different existing ammunition type, change Caliber to match that ammunition's value. For example, changing Caliber to 1 would make the Bulldog compatible with NATO magazines and ammo boxes.

Muzzle

Muzzle is an integer that maps to a muzzle-flash effect and sound set. A Muzzle value of 3 selects a specific combination of visual flash sprite, particle effect, and firing audio clip. Different weapons use different Muzzle values depending on calibre, barrel length, and intended sound profile.

Modders can change this field to swap the firing sound and visual flash to another weapon's profile. Changing Muzzle to 1 or 5 would give the Bulldog a different firing sound and muzzle-flash appearance without affecting any of its other stats. This is useful for creating weapon variants that sound different but perform identically.

Magazine

Magazine references another item by its item ID. The Bulldog's Magazine value is 1371, which points to the Bulldog Magazine item asset. When the player reloads, the engine looks up item 1371, reads that item's capacity, calibre, and model, and uses it for the reload animation and ammo count logic.

The magazine asset is a separate .asset file from the weapon asset. It has its own item ID, its own GUID, and its own set of fields (capacity, calibre, rarity, and so on). Changing the Magazine field on the Bulldog to a different item ID would make the Bulldog accept that magazine instead. Changing item 1371's capacity field would change how many rounds the Bulldog holds per magazine without touching the weapon asset at all.

Ammo_Min and Ammo_Max

These two fields control how much ammunition the weapon spawns with when it appears as a world item, separate from its magazine. Ammo_Min of 20 means the weapon will never spawn with fewer than 20 rounds in its internal chamber. Ammo_Max of 45 means it will never spawn with more than 45 rounds. The engine picks a random integer between these two values, inclusive.

This range matters for loot balancing. A weapon that spawns with Ammo_Min 20 and Ammo_Max 45 gives the player a substantial amount of ready-to-use ammunition upon pickup. Other weapons spawn with single-digit ammo, making them weaker initial pickups even if their per-shot damage is higher.

To make the Bulldog less immediately useful when found, lower Ammo_Max toward 20 or even lower. To make it a stronger instant pickup, raise Ammo_Max toward 60 or 90. The minimum (Ammo_Min) sets the floor: setting it to 30 and the max to 60 guarantees every Bulldog pickup has at least 30 rounds.

Player damage

The player damage block defines the base damage dealt against other players and the per-hit-zone multipliers that modify that damage. When a projectile hits a player, the engine checks which hit zone (body part) was struck and multiplies Player_Damage by the corresponding multiplier.

FieldValue
Player_Damage20
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

How the multipliers work

The game divides the player character model into hit zones. Each zone has its own multiplier. When a bullet strikes a zone, the engine computes: Player_Damage * zone_multiplier. That is the damage applied to the target.

Player_Damage is 20. This is the base number from which every zone's actual damage is derived.

  • A leg hit multiplies 20 * 0.6.
  • An arm hit multiplies 20 * 0.6.
  • A spine hit multiplies 20 * 0.8.
  • A skull hit multiplies 20 * 1.1.

Computed damage per zone

Hit zoneMultiplierDamage (base 20)
Skull1.122
Spine0.816
Arm0.612
Leg0.612

The computed table reveals the Bulldog's damage spread. A skull hit deals 22, which is 10% above the base. Arms and legs both deal 12, which is 40% below the base. The spine deals 16, which is 20% below the base.

The skull multiplier of 1.1 is the only value above 1.0. Every other hit zone deals less than the base damage. This means the Bulldog punishes non-headshot placement -- you only get the full base value (or above it) by hitting the head.

When modding, you set the balance philosophy through the multipliers. A weapon where every multiplier is 1.0 treats all hits equally -- no reward for accuracy, no penalty for limb hits. A weapon with a high skull multiplier and low limb multipliers strongly rewards precise aim. The Bulldog's profile leans toward the latter: the 1.1 skull multiplier is modest but the 0.6 limb multipliers are low enough to matter.

Adjusting PvP balance

To increase PvP damage across the board, raise Player_Damage. Every zone's computed damage scales proportionally. To make the Bulldog more forgiving on limb hits, raise Player_Leg_Multiplier and Player_Arm_Multiplier from 0.6 toward 0.8 or 0.9. To make headshots more punishing, raise Player_Skull_Multiplier from 1.1 toward 1.3 or 1.5.

You can also create asymmetry between arms and legs. The Bulldog uses the same multiplier for both (0.6). Raising the arm multiplier to 0.7 while keeping legs at 0.6 would make arm hits slightly more damaging than leg hits. Whether that makes mechanical sense depends on your mod's design.

Zombie damage

The zombie damage block uses the same structure as player damage but a separate set of values. The game maintains independent damage tables for zombies so a weapon can be balanced differently for PvE and PvP. A weapon that is weak against players but strong against zombies is common in the Unturned arsenal.

FieldValue
Zombie_Damage75
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage is 75 -- significantly higher than the Player_Damage of 20. The Bulldog hits zombies much harder than it hits players. This is not unusual; many weapons in Unturned have a higher zombie damage base to make PvE combat faster-paced than PvP.

The zombie limb multipliers are more punishing than the player equivalents. Legs and arms both use 0.3 (compared to 0.6 for players). The spine uses 0.6 (compared to 0.8 for players). The skull uses 1.1 (same as players).

Computed damage per zone

Hit zoneMultiplierDamage (base 75)
Skull1.182.5
Spine0.645
Arm0.322.5
Leg0.322.5

The spread is much wider than the player table. A skull hit deals 82.5 while a leg or arm hit deals only 22.5 -- a difference of 60 points. The ratio between best and worst placement is 3.67x (82.5 / 22.5), compared to 1.83x for the player table (22 / 12). The Bulldog is forgiving on player limb hits but punishing on zombie limb hits.

When building a PvE-focused mod or server, the zombie damage block is where you work. You can leave Player_Damage untouched and tune Zombie_Damage independently. Server owners running pure PvE often double or triple Zombie_Damage across all weapons to make horde clearing faster. Conversely, a hardcore survival server might lower Zombie_Damage to make every zombie engagement tense.

Animal damage

The animal damage block controls damage against wildlife. The game classifies certain creatures as animals (deer, wolves, bears, and so on) and applies a separate damage table to them. The animal hit-zone model is simpler than the player and zombie models -- it does not have a separate arm region.

FieldValue
Animal_Damage20
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal damage shares the same base (20) and the same multipliers as player damage. There is no Animal_Arm_Multiplier because the animal rig does not define arm hitboxes.

Computed damage per zone

Hit zoneMultiplierDamage (base 20)
Skull1.122
Spine0.816
Leg0.612

The computed values mirror the player table for the three available zones. A skull hit deals 22, a spine hit deals 16, and a leg hit deals 12. If you want the Bulldog to be a dedicated hunting weapon, you raise Animal_Damage independently of the other two damage blocks. A hunting server might set Animal_Damage to 40 or 60 while keeping PvP and zombie values unchanged.

Handling

The handling fields define how the weapon behaves in the player's hands: how much the aim point jumps after each shot, how much the reticle spreads, and how much the screen shakes. These values determine the weapon's "feel" -- whether it is snappy and precise or heavy and unruly.

FieldValue
Recoil_Min_X-2
Recoil_Min_Y2
Recoil_Max_X2
Recoil_Max_Y3
Spread_Aim0.25
Shake_Min_X-0.001
Shake_Max_X0.001

How recoil works

After each shot, the engine picks a random X value between Recoil_Min_X and Recoil_Max_X, and a random Y value between Recoil_Min_Y and Recoil_Max_Y. The aim point shifts by the selected (X, Y) offset. This is additive -- each shot's recoil stacks on top of the previous shot's, so sustained fire causes the aim to climb and drift.

For the Bulldog, the X recoil ranges from -2 to 2. The weapon can kick left or right by up to 2 units per shot. Because the range is symmetric around zero, there is no directional bias -- the weapon is equally likely to drift left or right on any given trigger pull. Over many shots, the horizontal drift averages out near zero, though individual bursts will wander.

The Y recoil ranges from 2 to 3. Both values are positive, meaning the weapon always kicks upward. The minimum upward climb is 2 units per shot; the maximum is 3 units. Every shot moves the aim point up by at least 2 units. There is no downward recoil component.

To visualise this: imagine a box on a grid. After each shot, the aim point jumps to a random position inside a box whose left edge is -2, right edge is 2, bottom edge is 2, and top edge is 3. Over multiple shots, the aim point marches upward (positive Y on every shot) while wandering left and right.

Comparing recoil profiles

A weapon with Recoil_Min_X of -5 and Recoil_Max_X of 5 can kick equally far in either direction but with a wider spread. A weapon with both X values positive (say, 2 to 5) consistently pulls to the right. A weapon where Recoil_Min_Y is negative and Recoil_Max_Y is positive can kick both up and down.

The Bulldog's profile (narrow X, narrow Y, all Y positive) produces a controllable upward climb with slight horizontal wander. It is a manageable recoil pattern suitable for a carbine-class weapon.

Spread_Aim

Spread_Aim controls the cone of fire when the player is aiming down sights. A value of 0.25 means the projectile can deviate from the exact crosshair position by up to 0.25 units. Lower values mean tighter accuracy -- the shot lands closer to where the player is aiming. Higher values mean the shot can land further from the crosshair.

The hip-fire spread is controlled by a separate field (Spread_Hip) which is not present in this extraction. The Bulldog's hip-fire spread value is not available in the extraction.

Screen shake

Shake_Min_X and Shake_Max_X control how much the player's view shakes horizontally when the weapon fires. The Bulldog uses -0.001 to 0.001 -- a minimal shake range. The values are symmetric and very small, producing a barely perceptible visual kick. This is consistent with a carbine: you feel the recoil in the aim-point shift but the screen does not shake dramatically.

Notice there are no Shake_Y fields in the extracted asset data. This means the Bulldog does not apply vertical screen shake at all -- only horizontal.

To add more visual feedback to the Bulldog, increase the magnitude of the shake values. Changing them to -0.005 and 0.005 would produce a more pronounced horizontal shake similar to a shotgun. To add vertical shake, you would need to add Shake_Min_Y and Shake_Max_Y fields to the asset (if the engine reads them for this weapon type) -- but the extracted asset data does not contain those fields, so they are either absent or default to zero.

Item flags

Flags are boolean or GUID-tagged properties attached to the weapon asset. The engine reads them at load time and enables or disables specific behaviours: fire modes, attachment compatibility, crafting participation, and more.

FlagCategoryMeaning
7b82c125a5a54984b8bb26576b59e977Blueprint GUIDA blueprint or crafting recipe linked to this weapon
AutoFire modeThe weapon supports fully automatic fire
BlueprintsCraftingThe asset participates in blueprint-based crafting
Hook_BarrelAttachmentA barrel attachment slot is available
Hook_GripAttachmentA grip attachment slot is available
Hook_SightAttachmentA sight/optic attachment slot is available
InputItemsCraftingThe weapon accepts items as crafting inputs
RequiresNearbyCraftingTagsCraftingCrafting operations need nearby tagged objects
SafetyFire modeThe weapon has a safety mode (no fire)
SemiFire modeThe weapon supports semi-automatic fire
[, ], {, }DelimitersStructural markers used internally by the asset parser

Fire mode flags

The Bulldog carries three fire-mode-related flags: Auto, Semi, and Safety. Together these mean the weapon can fire in all three modes. The player cycles between them using the fire-mode toggle key.

Auto means the weapon can fire continuously while the trigger is held. The engine fires one round per Firerate interval (2 ticks) for as long as the trigger remains depressed and ammunition remains.

Semi means the weapon fires one round per trigger pull. The player must release and re-press the trigger between shots. Semi-automatic fire uses the same Firerate value to determine the minimum interval between shots -- even in semi mode, the weapon will not fire faster than one round per 2 ticks.

Safety adds a mode where the weapon will not fire. The trigger does nothing. This is a quality-of-life flag for players who want to avoid accidental discharges, but it has no effect on the weapon's combat statistics.

If you remove the Auto flag (keeping Semi and Safety), the Bulldog becomes semi-automatic only. If you remove Semi but keep Auto, it becomes automatic only. If you remove both and keep only Safety, the weapon cannot fire -- which is legal in the engine but useless in practice.

Attachment hook flags

The Bulldog has three hook flags: Hook_Barrel, Hook_Grip, and Hook_Sight. Each flag creates an attachment slot of the corresponding type.

Hook_Barrel allows barrel attachments (suppressors, muzzle brakes, barrel extensions). Hook_Grip allows grip attachments (vertical grips, angled grips, bipods). Hook_Sight allows sight attachments (red dot sights, scopes, holographic sights).

The engine validates attachment compatibility by matching hook types. An attachment asset declares which hook type it requires (for example, a suppressor declares Hook_Barrel). The weapon asset declares which hooks it offers. If they match, the attachment can be mounted. If not, the attachment will not snap to the weapon.

The extracted asset data does not enumerate which specific attachments match these hooks. The flags only tell you that the slots exist. To find compatible attachments, you would search for attachment assets that declare Hook_Barrel, Hook_Grip, or Hook_Sight and share the correct Caliber or weapon family.

The Bulldog does not have Hook_Tactical, so tactical attachments (lasers, flashlights, range finders) cannot be mounted. This is one attachment category the weapon lacks compared to some other guns in the game.

Crafting flags

The GUID 7b82c125a5a54984b8bb26576b59e977 is a linked asset -- likely a crafting blueprint that produces, modifies, or consumes the Bulldog. GUID flags point at separate blueprint assets that define crafting recipes: what input items are consumed, what output items are produced, what skills or stations are required.

The Blueprints flag tells the engine that this asset participates in blueprint-based crafting. Without this flag, the weapon could not be used in any blueprint recipe even if a blueprint asset references it.

InputItems means the Bulldog can appear as an input to a crafting recipe -- it is consumed by the recipe. OutputItems is absent from this weapon's flags, meaning the Bulldog is not produced as a crafting output. (A weapon with OutputItems would appear in the output slot of a blueprint recipe.) The Bulldog is consumed by crafting but not produced by it -- at least, not through any recipe referenced in this extraction.

RequiresNearbyCraftingTags means the crafting recipe requires the player to be near an object tagged with specific crafting tags. This is typically a workbench, forge, gunsmithing station, or similar fixture. The specific tags required are defined in the blueprint asset, not in the weapon asset.

Delimiter characters

The bracket and brace characters ([, ], {, }) are structural delimiters the asset parser uses to mark the beginning and end of data blocks in the asset file. They are not gameplay flags. A modder editing the asset file manually would see these characters surrounding the flag list, but they are not properties that can be toggled on or off -- they are part of the serialisation format.

Where the Bulldog spawns

Loot tables in Unturned are per-map lists of items with associated spawn weights. Each spawn table is rolled when the engine populates a loot node (a crate, a shelf, a body, a supply drop). The chance-per-roll value is the extracted probability that a single roll of that particular table produces the Bulldog.

MapSpawn tableChance per roll
CoreMilitary_Low_Guns25.000%
RioDeJaneiroExterminators_Low_Weapons20.000%
IrelandCliffs_IFR_High_Guns19.737%
BelgiumMilitia_Belgium_Guns12.500%
FranceMilita_Special_France_Guns11.628%
IrelandCliffs_Airdrop_Weapons_Ranger6.522%
BelgiumMilitary_Belgium_Guns6.208%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
RioDeJaneiroExterminators_Low1.860%
RioDeJaneiroLow_Exterminators_Low1.860%
IrelandCliffs_IFR_High1.645%
RioDeJaneiroExterminators_High1.627%
RioDeJaneiroHigh_Exterminators_High1.627%
FranceMilita_Special_France0.822%
FranceFrance_Milita_Special_France0.822%
BelgiumDeadzone_Belgium0.697%
FranceMilita_Super_France0.649%
FranceFrance_Milita_Super_France0.649%
BelgiumMilitia_Belgium0.520%

Showing 20 of 26 tables that can produce this weapon.

How loot tables work in the engine

A loot table is a weighted list of items. When the engine needs to populate a loot node, it selects a table based on the node's type and location, then rolls against that table. The roll picks one item from the table, with each item's selection probability proportional to its weight relative to the total weight of all items in the table.

The "Chance per roll" column shows the Bulldog's share of each table's total weight, expressed as a percentage. A 25.000% chance does not mean "one in four crates contains a Bulldog" -- it means each roll of that specific table has a 25% probability of producing the Bulldog. Some loot nodes roll their table multiple times, generating multiple items from the same table at a single location.

Table name conventions

The spawn table names follow patterns that tell you about the loot's context:

  • Military_ and Militia_ prefixes: These tables populate military checkpoints, bases, and faction-controlled locations. Military tends to be standard military; Militia tends to be irregular or local defence forces.
  • _Guns suffix: A sub-table containing only weapons. Items in _Guns tables are exclusively guns, so weapon spawn chances are concentrated. The Bulldog's highest chances (25.000%, 20.000%, 19.737%) are all in _Guns sub-tables.
  • _Low_, _High_, _Special_, _Super_ tier markers: These indicate the loot tier. Low tables spawn at common-tier locations with higher-weight common items. High tables spawn at rarer locations with better loot. Special and Super tables are curated pools for specific high-value areas.
  • Carepackage and Airdrop: These tables are tied to supply-drop events. Supply crates fall from the sky at scripted intervals or on player trigger. The Bulldog appears in airdrop tables on RioDeJaneiro (Carepackage_Brazil, 4.167%) and Ireland (Cliffs_Airdrop_Weapons_Ranger, 6.522%).
  • Deadzone_: Deadzone-specific tables. These spawn nodes only exist inside radiation zones, where players take continuous damage. Reaching a deadzone loot node requires radiation protection.
  • Exterminators_: A faction-specific table on the RioDeJaneiro map. The Exterminators are a themed NPC faction; their loot tables populate their bases and corpses.

How the same weapon appears at different rates

The Bulldog's chance varies from 25.000% (Core, Military_Low_Guns) down to 0.520% (Belgium, Militia_Belgium). The difference is the size and composition of the parent table.

Military_Low_Guns is a weapon-only sub-table with a relatively small number of entries. The Bulldog's weight represents a quarter of that small pool. Militia_Belgium is a broad general table that includes weapons, ammunition, clothing, medical supplies, and other miscellany -- the Bulldog competes against dozens of other items, so its individual share drops below 1%.

The same weapon can appear in multiple tables on the same map at different rates. On RioDeJaneiro, the Bulldog appears at 20.000% in Exterminators_Low_Weapons (a weapon sub-table), at 1.860% in Exterminators_Low (a broader Exterminators table), and at 1.627% in Exterminators_High (a high-tier Exterminators table). The weapon is accessible through multiple loot pathways at different accessibility tiers.

The 1.627% mirrored entries

Notice the patterns Exterminators_High and High_Exterminators_High both at 1.627%, and Exterminators_Low and Low_Exterminators_Low both at 1.860%. These are likely mirrored or aliased table names -- the same table referenced by two different internal names. The engine may resolve both names to the same data, or the tables may be identical duplicates. In either case, the chance value is the same because they reference the same underlying item-weight data.

The France naming duplication

France has entries like Milita_Special_France (0.822%) and France_Milita_Special_France (0.822%), and Milita_Super_France (0.649%) and France_Milita_Super_France (0.649%). The same pattern: two names with identical chances, likely pointing at the same underlying table definition with different naming conventions used by different parts of the map or different asset authors.

Maps the Bulldog does not appear on

Only five maps have Bulldog entries in this extraction: Core, RioDeJaneiro, Ireland, Belgium, and France. The extracted asset data notes 6 additional tables not shown (26 total, 20 displayed). Some of those 6 may reference additional maps. But based on the 20 shown tables, maps like Washington, PEI, Russia, Yukon, Germany, and EasterIsland do not have Bulldog spawns.

For a server running one of these maps, the Bulldog does not exist in the loot pool unless the server operator manually adds it. The weapon is available through admin spawns but not through natural world generation.

Modder takeaway: adding or adjusting spawns

Spawning is a map-level configuration concern. The Bulldog's item ID (1369) is the only value you need to reference it in a spawn table.

To make the Bulldog appear on a new map, add a row to the desired spawn table with item ID 1369 and an appropriate weight. A weight of 25 in a weapon-only sub-table with a total weight of 100 items produces a 25% chance. A weight of 5 in a general table totalling 500 produces a 1% chance.

To make the Bulldog more common on maps where it already exists, increase its weight in the relevant tables. To make it rarer, decrease its weight or remove it from high-probability tables. The engine does not enforce any rarity-weight mapping -- an Epic weapon can be made common and a Common weapon can be made rare purely through spawn table weights.

Canned Beans

The Bulldog's asset data does not reference Canned Beans in any field -- not as a crafting input, not as a related item, not as a magazine, and not as a spawn companion. Its loot tables are drawn from military, militia, exterminator, and airdrop pools. None of those pools carry food items like Canned Beans in the extracted data.

The Bulldog and Canned Beans occupy separate branches of the Unturned item tree. The weapon lives in the combat supply chain: military crates, faction armouries, airdrop containers. Canned Beans live in the civilian food supply chain: grocery stores, camp kitchens, residential pantries.

There is one conceptual overlap. The Camp_Guns and Farm_Guns table types that spawn other weapons (like the Masterkey) are also the table types where food items can appear. But the Bulldog does not appear in any camp or farm tables -- it is strictly military, militia, exterminator, and airdrop. A crate that can produce a Bulldog will not produce Canned Beans on any roll.

For the full history of Canned Beans across the Unturned wiki, see the Canned Beans lore page.

Practical use for server owners and modders

Changing damage output

The Bulldog has three independent damage bases: Player_Damage (20), Zombie_Damage (75), and Animal_Damage (20). Each can be adjusted separately.

To make the Bulldog stronger against players (PvP buff): raise Player_Damage. A value of 30 increases every zone's player damage by 50%. The hit-zone multipliers scale proportionally -- skull damage becomes 33 (30 * 1.1), spine becomes 24 (30 * 0.8), and limbs become 18 (30 * 0.6).

To make the Bulldog weaker against zombies (PvE nerf): lower Zombie_Damage. A value of 50 (down from 75) reduces zombie skull damage to 55 (50 * 1.1), spine to 30 (50 * 0.6), and limbs to 15 (50 * 0.3).

To make the Bulldog a dedicated hunting weapon: raise Animal_Damage only. Leave Player_Damage and Zombie_Damage unchanged.

The multipliers scale automatically. You do not need to recompute zone damages manually -- the engine does it at runtime. Only change the base value; the multipliers are separate and should only change if you want to alter the precision-reward curve.

Changing the precision-reward curve

If you want headshots to matter more: raise Player_Skull_Multiplier from 1.1 to 1.3 or 1.5. This widens the gap between a skilled headshot and a bodyshot without changing the weapon's overall power level.

If you want the Bulldog to be more forgiving: raise Player_Leg_Multiplier and Player_Arm_Multiplier from 0.6 toward 0.8 or 0.9. This narrows the gap between a limb hit and a torso hit, making imperfect aim less punishing.

If you want to create a weapon that heavily punishes body shots while rewarding headshots: lower the limb and spine multipliers while raising the skull multiplier. Example: Player_Leg_Multiplier 0.4, Player_Arm_Multiplier 0.4, Player_Spine_Multiplier 0.6, Player_Skull_Multiplier 1.5. This creates a weapon where a skull hit does nearly 4x the damage of a leg hit.

Recoil and handling tuning

To make the Bulldog more stable (easier to control):

  • Reduce Recoil_Max_Y from 3 to 2 -- halves the maximum upward kick per shot.
  • Tighten the X range to -1 to 1 -- reduces horizontal drift.
  • Lower Spread_Aim from 0.25 to 0.15 -- tighter shot grouping while aiming.

To make the Bulldog harder to control (higher skill ceiling):

  • Increase Recoil_Max_Y from 3 to 5 -- more violent upward climb.
  • Widen the X range to -4 to 4 -- more horizontal scatter.
  • Raise Spread_Aim from 0.25 to 0.4 -- wider cone of fire.

The Shake_Min_X and Shake_Max_X values are very small (-0.001 to 0.001). Increasing them adds visual feedback without changing the mechanical recoil. Some players prefer strong visual shake (it feels powerful); others prefer minimal shake (it feels precise). This is a taste adjustment, not a balance one.

Changing ammo compatibility

Caliber 34 is the Bulldog's ammo key. To change what ammunition the Bulldog accepts:

  1. Find the desired ammo type's Caliber value (for example, Caliber 1 for NATO, Caliber 4 for civilian rifle).
  2. Change the Bulldog's Caliber field to that value.
  3. Ensure the Bulldog Magazine (item ID 1371) also uses the new Caliber value, or create a new magazine for the Bulldog that uses the new Caliber and point the Bulldog's Magazine field at that new magazine's item ID.

Changing only the weapon's Caliber without updating the magazine creates a mismatch: the weapon expects Caliber X ammo, but the magazine feeds Caliber Y ammo. The engine may reject the magazine or produce unexpected behaviour.

Adding the Bulldog to a map's loot table

Step by step, for a modder adding the Bulldog to a new map:

  1. Open the map's spawn table configuration (the file path varies by map; common locations include the map's Level asset or a dedicated Spawns directory).
  2. Identify the table you want to modify. For a Rare Secondary weapon, military or militia tables are appropriate. Farm tables are not -- the Bulldog is a military carbine.
  3. Add a new entry: 1369 (item ID) with a weight that reflects the weapon's intended rarity. A weight of 10 in a military table totalling 200 entries means roughly 5% chance per roll.
  4. Save and reload the map. New spawns will use the updated table.

The engine reads spawn tables at map load time. You do not need to restart the server to apply spawn table changes if the server supports live reload of asset data -- but on most configurations, a server restart or map reload is required.

Flag manipulation for custom variants

If you create a Bulldog variant by copying the asset:

  • Remove Auto to make it semi-automatic only. Keep Semi and Safety.
  • Remove Semi to make it fully automatic only (no single-fire mode). Keep Auto and Safety.
  • Remove Hook_Barrel to prevent barrel attachment mounting. The Bulldog cannot equip suppressors or muzzle brakes.
  • Remove Hook_Sight to prevent optic mounting. The Bulldog becomes iron-sights only.
  • Remove the GUID flag 7b82c125a5a54984b8bb26576b59e977 if your variant should not be linked to the original crafting blueprint.
  • Add Hook_Tactical if you want the variant to accept tactical attachments (the original Bulldog does not have this hook).

The Blueprints flag controls whether the asset can participate in any blueprint recipe. Removing it makes the weapon non-craftable through any blueprint system. The InputItems flag controls whether the weapon can be consumed as a crafting input. Removing it prevents the weapon from being sacrificed in recipes.

The bracket and brace characters are structural. Do not remove them; they are part of the asset file format, not togglable properties.

How the engine reads the Bulldog's data flow

When the game loads a map containing the Bulldog, the following sequence occurs (simplified):

  1. The asset loader reads the Bulldog .asset file and parses all fields into memory.
  2. The item registry assigns item ID 1369 and stores the asset under its GUID for cross-referencing.
  3. When a player equips the Bulldog, the engine reads the Slot (Secondary) to determine where it goes in the inventory.
  4. The engine reads Magazine 1371 and loads that asset to determine capacity and calibre.
  5. The Caliber values of the weapon (34) and the magazine (34, assumed -- not in this extraction) are compared. If they match, the weapon is fed. If not, the magazine is rejected.
  6. When the player fires, the engine reads Firerate (2), waits 2 ticks, reads Range (90) for projectile simulation, reads Muzzle (3) for visual/audio effects, and reads the damage block corresponding to the target type (player, zombie, or animal).
  7. When the projectile hits, the engine checks the hit zone, reads the corresponding multiplier, and applies damage * multiplier.
  8. After the shot, the engine applies recoil: random X in [-2, 2], random Y in [2, 3], and screen shake from [-0.001, 0.001].

This sequence is the same for every weapon in Unturned. The only thing that changes are the numeric values. Understanding this flow helps modders predict what happens when they change a value. Changing Firerate from 2 to 4 does not change damage, range, recoil, or magazine behaviour -- it only changes how long the engine waits between shots.

Common editing mistakes

When editing the Bulldog .asset file directly:

  • Mismatching Caliber between weapon and magazine: If you change the Bulldog's Caliber to 1 (NATO) but leave Magazine 1371 at Caliber 34, the weapon rejects its own magazine. Always update both or create a new magazine.
  • Setting Ammo_Min higher than Ammo_Max: If you set Ammo_Min to 30 and Ammo_Max to 20, the engine may pick a value outside the range, crash, or default to zero. Always keep Min less than or equal to Max.
  • Removing all fire-mode flags except Safety: A weapon with only Safety flag and no Semi or Auto cannot fire. The engine will allow it, but the weapon is a paperweight.
  • Setting Spread_Aim to zero: Zero spread means the projectile goes exactly where the crosshair points with no deviation. This is fine for a laser-beam weapon mod but may feel wrong on a carbine. Values near 0.01 still produce near-perfect accuracy while leaving a tiny cone.
  • Deleting the Magazine reference: If you set Magazine to 0 or a non-existent item ID, the engine cannot find a magazine to load. The weapon will either not reload or will crash on reload attempt. Always point at a valid item ID.

Understanding the Bulldog's place in the weapon ecosystem

The Bulldog is a Rare, Secondary, Caliber 34 carbine with automatic fire capability. It sits in a specific niche:

  • It is the only Caliber 34 weapon in this reference series. No other weapon shares its ammunition type (unless other weapons with Caliber 34 exist beyond these four briefs).
  • It is the only Secondary slot weapon with an Auto fire-mode flag among the four weapons covered here.
  • It appears in 26 loot tables across 5 maps, making it the most widely distributed Secondary weapon in terms of table count in this series.
  • Its Player_Damage of 20 is the lowest base damage of the four weapons, balanced by its automatic fire capability and higher zombie damage (75).

If you are building a mod that adds a weapon family, the Bulldog's Caliber 34 creates an ammo ecosystem. A second weapon with Caliber 34 shares ammo with the Bulldog. A magazine with Caliber 34 feeds both. The Bulldog Magazine (1371) becomes a shared resource across the Caliber 34 family. This is how weapon families are constructed in Unturned -- through shared Caliber values and magazine references, not through explicit family tags.

Snapshotting your changes

Before making significant edits to the Bulldog asset, copy the original file to a backup. The working file keeps its canonical name; the backup is named with a version suffix:

cp Bulldog.asset Bulldog_v1.asset

Make edits to Bulldog.asset. If the changes produce unexpected behaviour, restore from the snapshot. Snapshots are never deleted or renamed once created. Commit after verifying the changes work.

Testing edits without a full server restart

On many Unturned server configurations, asset changes require a server restart to take effect. Some servers support live reload of individual asset files, but this is not universal. Test edits on a local server first; deploy to a live server only after confirming the changes work as expected in a controlled environment.