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Nailgun Weapon Reference

The Nailgun is a secondary-slot construction tool weapon chambered in Nailgun ammunition (caliber 28). It occupies a unique position in Unturned's weapon ecosystem as both a building tool and a defensive sidearm. The asset file is Nailgun.dat inside the core content bundle. This article documents every field, every multiplier, and every loot table so that a modder or server owner can read and edit the weapon with confidence.

The Nailgun is the shortest-range weapon in this reference series with a Range of 25. It has the fewest attachment hooks (only Hook_Tactical), the lowest non-zero base damage values (all under 32), and the widest aiming spread (Spread_Aim of 0.5). These properties reflect its identity as a tool adapted for combat, not a purpose-built firearm. Understanding each field means understanding how the game represents a construction implement that can also fire projectiles.

Asset identity

The Nailgun loads from Nailgun.dat. The file is a serialised Unity asset. Its registry identity is:

PropertyValue
Asset nameNailgun
Item ID1165
GUID2121fcdc5fce4418b29e91e9a65a979b
RarityUncommon
SlotSecondary

The in-game description reads: Construction tool chambered in Nailgun ammunition.

The item ID 1165 and GUID 2121fcdc5fce4418b29e91e9a65a979b are the two identifiers the engine uses to resolve this weapon. Plugins that spawn items, loot-table overrides that add or remove entries, and crafting blueprints that produce or consume items all reference one of these two values. The GUID is the more stable identifier across game updates.

The Secondary slot assignment means the Nailgun occupies the sidearm holster. It does not compete with primary weapons for inventory space. This slot assignment, combined with its construction tool identity, makes it a common companion to a primary firearm in loadouts where the player wants a backup that can also place or interact with buildables. A player can carry, for example, a rifle in the primary slot and the Nailgun in the secondary slot simultaneously.

The Uncommon rarity tier is the default colour category for inventory display. It does not gate any specific loot table entry in this weapon's case, because every spawn entry in the data uses a table-specific chance value rather than a rarity-scoped filter. The rarity colour can be overridden by the server owner without changing any other stat.

Ballistics table

FieldValue
Range25
Firerate3
ActionTrigger
Caliber28
Magazine1166
Ammo_Min5
Ammo_Max20

Range

25 is the maximum projectile distance in metres. Projectiles from the Nailgun despawn after travelling 25 metres. This is the shortest range of any ranged weapon in this reference series (Crossbow: 200, Paintball Gun: 100, PDW: 125). The Nailgun is strictly a close-quarters weapon.

When the engine spawns a projectile from the Nailgun, it begins a lifetime counter. After the projectile travels 25 metres from its origin point, the engine destroys it regardless of whether it has hit anything. The destruction is silent; there is no visual or audio effect for a projectile that despawns at maximum range.

For a modder, increasing Range lengthens the projectile's lifetime. A change from 25 to 50 would double the maximum distance. This field is a float; fractional values like 25.5 are valid. The engine does not impose an upper or lower bound on Range at the asset level, though extreme values may cause performance issues if projectiles persist for very long durations.

Firerate

3 is the tick-interval between shots. The engine uses this integer as a delay counter. A lower value means a shorter delay and therefore a faster rate of fire. At 3, the Nailgun cycles quickly for a semi-automatic weapon.

For comparison across this reference series: the PDW (an automatic weapon) has Firerate of 4, the Paintball Gun has 3, and the Crossbow has 50. The Nailgun and Paintball Gun share the same Firerate of 3, which is the fastest in this set. Combined with the Trigger action type and Semi flag, the Nailgun can fire as fast as the player pulls the trigger, limited only by this tick interval.

Action

Trigger means the weapon fires on trigger pull without any pump, bolt, or string animation. Each trigger pull produces exactly one shot, because the Semi flag (present in the flags list) limits fire to one round per pull. Trigger is the simplest action type; it does not gate firing behind any secondary mechanical animation. The instant the player pulls the trigger, the engine fires a projectile.

Unlike the Crossbow's String action (which requires a draw cycle), the Nailgun's Trigger action is immediate. There is no readiness delay, no cocking phase, and no mechanical state that the player must manage between shots. This makes the Nailgun responsive in close-quarters situations where a fraction of a second matters.

Caliber

28 is the caliber ID for Nailgun ammunition. This is a dedicated caliber for nail-type projectiles. Any magazine or loose ammunition the Nailgun accepts must match caliber ID 28. The engine checks the caliber ID when a player attempts to load ammunition: if the ammunition's caliber does not equal 28, the loading action is rejected with no feedback beyond the ammunition not moving.

The caliber ID 28 is distinct from the Arrow caliber (15), the Paintball caliber (30), and the Military caliber (1). Each ammunition type occupies its own index in the caliber table, and no weapon can fire ammunition from a different caliber without a mod that changes the weapon's Caliber field.

If a modder introduces a new nail type with caliber 29, the Nailgun will not chamber it unless either the weapon's Caliber field is changed to 29 or the ammunition's caliber is set to 28. The simpler approach is to assign the custom ammunition to caliber 28 so that it works with the existing Nailgun without any change to the weapon asset.

Magazine

1166 is the asset ID of the Nailgun's default magazine: the Nailgun Magazine. The engine auto-attaches this magazine when the weapon spawns for the first time. This magazine defines the ammunition capacity and may carry its own visual model (a nail strip or magazine body attached to the Nailgun model).

If the magazine asset (ID 1166) is missing from the loaded bundles, the Nailgun spawns without a magazine. It can still be equipped, but it has no ammunition capacity. The player would see an empty weapon with no magazine model.

Ammo_Min and Ammo_Max

Ammo_Min is 5 and Ammo_Max is 20. When the weapon spawns, the engine generates a random integer between 5 and 20 inclusive. This value determines how many rounds are pre-loaded in the magazine.

The range is wide: one spawn might produce a Nailgun with only 5 nails ready (a quarter of capacity), while another might produce one with a full 20. The 5-to-20 range means the player always gets at least 5 shots before needing to reload or find more ammunition. The maximum of 20 matches the magazine's capacity; a Nailgun can never spawn with more ammunition than the magazine holds.

If a modder changes the magazine to one with a different capacity, the Ammo_Max value should be updated to match. If Ammo_Max is higher than the magazine's capacity, the excess ammunition would either overflow or be discarded, depending on engine behaviour.

Player damage table

FieldValue
Player_Damage19
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage

19 is the base damage dealt to a player hit in an unmodified hit zone (torso). The Nailgun's player damage is low by design: it is a construction tool pressed into combat, not a dedicated firearm. Every hit zone multiplier scales this number.

For context within this reference series: the Crossbow deals 80 base player damage, the PDW deals 40, and the Paintball Gun deals 15. The Nailgun's 19 is the second-lowest, only slightly above the Paintball Gun's 15.

Multipliers

The multiplier structure is standard: leg at 0.6, arm at 0.6, spine at 0.8, and skull at 1.1. These are the same multiplier values as the Crossbow, PDW, and Paintball Gun for the player damage block. The only thing that varies between weapons is the base damage; the multiplier curve is identical.

Player_Leg_Multiplier and Player_Arm_Multiplier

Both are 0.6. Limb shots against players deal 60 percent of the base 19 damage. The game does not distinguish between arm and leg hits in the damage calculation; they produce identical effective damage.

Player_Spine_Multiplier

0.8 means spine shots deal 80 percent of base damage. The spine is a smaller target than the general torso but offers a proportional damage advantage over limb shots.

Player_Skull_Multiplier

1.1 is the headshot multiplier, the only value above 1.0. Headshots deal 110 percent of the base damage.

Computed player damage by hit zone

Hit zoneMultiplierDamage (base 19)
Skull1.120.9
Spine0.815.2
Arm0.611.4
Leg0.611.4

A skull shot delivers 20.9 damage, a spine shot 15.2, and limb shots 11.4. The difference between a headshot and a limb shot is 9.5 points of damage. With a base damage this low, the multiplier differences have limited practical impact: the weapon's damage output is low regardless of shot placement.

Zombie damage table

FieldValue
Zombie_Damage23
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage

23 is the base zombie damage. The Nailgun deals slightly more damage to zombies than to players (23 versus 19). The increase is 4 points, a modest bump that reflects the Nailgun's role as a tool rather than a dedicated anti-zombie weapon. For comparison, the PDW's zombie base damage is 99 (more than double its player base damage of 40). The Nailgun's zombie boost is proportionally much smaller.

Zombie multipliers

The limb multipliers drop to 0.3 (from 0.6 for players) and the spine multiplier drops to 0.6 (from 0.8). The skull multiplier stays at 1.1. This is the standard zombie multiplier set: harsher penalties for non-headshot hits, consistent headshot bonus.

A limb shot on a zombie deals only 30 percent of the base 23 damage. This is half the proportional damage of a limb shot on a player (60 percent of base). The engine enforces stricter shot-placement requirements against zombies for all weapons, not just the Nailgun.

Computed zombie damage by hit zone

Hit zoneMultiplierDamage (base 23)
Skull1.125.3
Spine0.613.8
Arm0.36.9
Leg0.36.9

A zombie headshot delivers 25.3 damage. A spine shot delivers 13.8. Limb shots deliver 6.9. The gap between headshot damage (25.3) and limb damage (6.9) is a factor of nearly four (3.67x). Shot placement against zombies matters far more than against players because of the steeper multiplier curve.

Animal damage table

FieldValue
Animal_Damage31
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

31 is the base animal damage, the highest of the Nailgun's three base damage values. The Nailgun deals more damage to animals than to zombies (23) or players (19) on a per-shot basis. This asymmetry is encoded in the asset file and is typical of weapons that serve multiple roles.

The pattern across the three target types is: Player_Damage (19) < Zombie_Damage (23) < Animal_Damage (31). The animal base is over 60 percent higher than the player base.

Animal multipliers

The leg multiplier is 0.6, spine is 0.8, and skull is 1.1. These match the player multiplier set exactly. The Nailgun deals proportionally the same damage to animals as it does to players across hit zones, but the base damage is higher.

There is no Animal_Arm_Multiplier field. Animal hit detection does not include an arm zone. A hit to an animal's torso (not the spine hitbox) would use the base damage unmodified because no multiplier is defined for that zone.

Computed animal damage by hit zone

Hit zoneMultiplierDamage (base 31)
Skull1.134.1
Spine0.824.8
Leg0.618.6

A skull shot on an animal delivers 34.1 damage, a spine shot 24.8, and a leg shot 18.6. An animal leg shot (18.6) deals almost as much damage as a player headshot (20.9), which illustrates how much higher the animal base damage is relative to the player base damage.

Cross-target damage summary

TargetBaseSkullSpineLeg
Player1920.915.211.4
Zombie2325.313.86.9
Animal3134.124.818.6

The highest single-hit damage the Nailgun can deliver is 34.1 (animal skull). The lowest is 6.9 (zombie limb). The spread is over 27 points, which is wide for a weapon with such low base values. The variation comes mostly from the target type and hit zone combination, not from the weapon's own stats, which are consistent within each block.

Handling and recoil table

FieldValue
Recoil_Min_X-0.2
Recoil_Min_Y2
Recoil_Max_X0.2
Recoil_Max_Y4
Spread_Aim0.5
Shake_Min_X-0.01
Shake_Max_X0.01

Recoil_Min_X and Recoil_Max_X

The horizontal recoil is bounded between -0.2 and 0.2. On each shot, the engine picks a random value in this range and offsets the aim point horizontally. The range is symmetric around zero, so horizontal kick is evenly distributed left and right. The magnitude of 0.2 is very small. For comparison, the PDW has a horizontal recoil of -2 to 2 (ten times wider). The Nailgun has almost no horizontal kick.

Recoil_Min_Y and Recoil_Max_Y

The vertical recoil is bounded between 2 and 4. Both values are positive, so the recoil always kicks upward. The Nailgun's vertical recoil range is moderate for a secondary weapon. It is narrower than the PDW's (2 to 4, same range for both) and much narrower than the Crossbow's (5 to 10).

Because the horizontal recoil is so small and the vertical recoil is moderate, the Nailgun's recoil pattern is almost entirely vertical. The aim point climbs with sustained fire but does not drift left or right. This makes recoil control straightforward: the player only needs to compensate downward.

Spread_Aim

0.5 is the aiming spread when the player is aiming down sights. This is the widest spread in this reference series. For comparison: Crossbow 0.001, PDW 0.1, Paintball Gun 0.2, Nailgun 0.5. The Nailgun is five times less accurate than the Paintball Gun and five hundred times less accurate than the Crossbow when aiming.

A Spread_Aim of 0.5 means the projectile can deviate significantly from the crosshair point. At 20 metres (most of the weapon's 25-metre range), this spread would result in a noticeable cone of fire. The Nailgun is not a precision weapon; it is a tool designed to hit construction surfaces at close range, not headshots at distance.

Modders who want a more accurate Nailgun should lower this value. Setting Spread_Aim to 0.1 would make it as accurate as the PDW when aiming. Setting it to 0.01 would make it near-pinpoint, which would change the weapon's character significantly.

Shake_Min_X and Shake_Max_X

-0.01 to 0.01 is the screen-shake range applied to the viewport on firing. This is subtle but present. The shake is symmetric and small, providing haptic feedback without disorienting the player. The magnitude is the same as the Paintball Gun's shake and larger than the PDW's (-0.001 to 0.001).

Flags

FlagEffect
7b82c125a5a54984b8bb26576b59e977Item origin GUID (content bundle identifier)
BlueprintsEnables the crafting blueprint system
Hook_TacticalAllows a tactical attachment to be mounted
InputItemsEnables manual ammo loading
RequiresNearbyCraftingTagsRequires a nearby crafting station for blueprint operations
SemiEnables semi-automatic fire mode
[, ], {, }Attachment-system bracket flags (internal attachment tree delimiters)

Key flag differences from other weapons

The Nailgun has only one attachment hook: Hook_Tactical. It lacks Hook_Grip and Hook_Sight, both of which are present on the Crossbow, Paintball Gun, and PDW. This means the Nailgun can accept exactly one tactical attachment (a laser sight or flashlight) and nothing else. The player cannot mount a sight, a scope, or a grip on the Nailgun.

This single-hook design is a deliberate limitation. The Nailgun is a tool, not a modular weapon platform. A tactical attachment (laser for hip-fire accuracy, flashlight for illumination) is the only external accessory the designers deemed appropriate for a construction implement. A modder who wants to add sight or grip hooks would need to add the corresponding flags and bracket entries.

The Nailgun does not have the Safety flag. There is no safety toggle. The weapon is always live when equipped in the player's hands. Pulling the trigger always fires a projectile (if ammunition is loaded). This is consistent with the weapon's identity as a tool: construction nail guns do not have safety toggles in the traditional firearm sense; they fire when the trigger is squeezed.

The Semi flag limits the Nailgun to one shot per trigger pull. Combined with the Trigger action type, the weapon fires as fast as the player pulls the trigger, constrained by the Firerate tick interval of 3. There is no Auto flag, so the Nailgun cannot fire continuously while the trigger is held.

The Blueprints flag enables crafting. The RequiresNearbyCraftingTags flag gates crafting behind a station requirement. Together, these two flags mean the Nailgun can be crafted and disassembled, but only when the player is near a qualifying crafting station. The specific station tags required are defined in the blueprint asset, not in the weapon asset. Common station tags include Workbench, Anvil, and Sawmill, though the exact tags depend on the game's blueprint configuration.

The bracket characters [, ], {, } are attachment-tree structural delimiters. They define the hierarchy of attachment slots for the engine's item-assembly serialisation. With only one hook (Hook_Tactical), the Nailgun's attachment tree is simpler than weapons with multiple hooks. The bracket entries still exist in the flag array but enclose a single slot group.

Flag interaction notes

The Nailgun's flag set differs from the other weapons in this series in two key ways:

  1. No Hook_Grip or Hook_Sight: Single attachment slot only.
  2. No Safety flag: No safe state; weapon is always live.

These two differences combine to create a weapon that is simple and immediate: equip, aim, pull trigger. There is no attachment management beyond the one tactical slot, and no safety toggle to manage between engagements.

How the damage system works across the three blocks

The Nailgun's three damage blocks illustrate a design pattern common in Unturned's weapon data: the base damage values differ by target type even when the multiplier structure is identical (player and animal) or partially shared (zombie).

Against players: base 19, limb multiplier 0.6, spine 0.8, skull 1.1. Against zombies: base 23, limb multiplier 0.3, spine 0.6, skull 1.1. Against animals: base 31, leg multiplier 0.6, spine 0.8, skull 1.1.

The zombie block uses halved limb and spine multipliers compared to the player block (0.3 instead of 0.6, 0.6 instead of 0.8), but the skull multiplier stays constant at 1.1. The animal block uses the same multiplier set as the player block but with a higher base damage (31 versus 19).

A modder editing these values should understand that the engine does not normalise or cross-reference the three blocks. They are read independently at hit time. A change to Player_Damage affects only player hits. A change to Zombie_Leg_Multiplier affects only zombie leg hits. Each field is self-contained and self-documenting.

The damage calculation flow for each hit:

  1. The projectile collides with a target entity.
  2. The engine identifies the target type (Player, Zombie, or Animal).
  3. The engine identifies the hit zone (Skull, Spine, Arm, Leg, or unknown).
  4. The base damage for that target type is read.
  5. The multiplier for that hit zone and target type is looked up.
  6. If found: effective damage = base * multiplier. If not found: effective damage = base.
  7. The effective damage is applied to the target's health.

Attachment system and the single hook

The Nailgun has one attachment hook (Hook_Tactical) and no sight or grip hooks. This is unusual among Unturned weapons; most have at least two attachment hooks, and many have three or more.

The tactical slot can accept items like the Tactical Laser or Tactical Light. A tactical laser projects a visible laser dot that improves hip-fire accuracy or simply provides a visual aiming aid. A tactical light projects a flashlight beam that illuminates dark areas. The specific effects depend on the tactical attachment asset's properties, not on the Nailgun's weapon asset.

What is missing

The absence of Hook_Sight means the Nailgun has no sight slot. The player cannot mount any sight or scope. The weapon is used exclusively with its default iron-sight equivalent, which in the Nailgun's case may be the weapon's body itself (there is no separate sight asset since Hook_Sight is not present).

The absence of Hook_Grip means the Nailgun has no grip slot. The player cannot attach a foregrip, bipod, or any other grip-type attachment. This limits the weapon's handling customisation to the single tactical slot.

Default magazine

The Magazine field (1166) points to the Nailgun Magazine asset. Even though the Nailgun has no sight hook, the magazine attachment system still functions: the magazine defines the ammunition capacity, and the InputItems flag allows the player to load nails into it. The magazine model (a nail strip) attaches to the weapon's body at a hardpoint that is distinct from the tactical slot.

Adding attachment hooks as a modder

A modder who wants to add a sight slot would:

  1. Add Hook_Sight to the flags list.
  2. Add the corresponding bracket entries ([, ], {, }) to the attachment tree in the correct hierarchical positions.
  3. Ensure the Nailgun's model has an attachment point (a "socket" or "hardpoint") for the sight slot. If the model lacks this attachment point, the sight will either not appear or appear at the world origin.

Without the bracket entries, adding Hook_Sight alone will not make the slot functional. The bracket structure defines the attachment tree topology; the hook flags merely declare which leaf nodes exist.

Spawn tables

The Nailgun appears in 17 loot tables across multiple maps. Most tables give it a low chance per roll, consistent with its role as an Uncommon secondary weapon. Only one table guarantees a Nailgun on every roll.

Guaranteed spawn

MapSpawn tableChance per roll
CoreConstruction_Guns100.000%

Only one table guarantees a Nailgun: Construction_Guns on core maps. This table is placed at construction-themed spawn nodes. Every time a spawn node that references this table is activated, it produces a Nailgun. Server owners who want every construction site to have a Nailgun do not need to modify any other table; placing Construction_Guns on additional spawn nodes is sufficient.

This table likely contains only the Nailgun, or the Nailgun and a small number of other construction-themed weapons with their own 100% entries. In either case, the Nailgun is the guaranteed output.

Construction tables at standard rate

MapSpawn tableChance per roll
CorePEI_Construction1.543%
CoreConstruction1.543%
CoreWashington_Construction1.543%
CoreRussia_Construction1.543%
CorePeaks_Construction1.543%
FranceFrance_Construction1.543%
IrelandCliffs_Construction1.543%
RioDeJaneiroConstruction_Brazil1.543%

Eight construction-themed tables share the same 1.543% chance. Each corresponds to a specific map. The consistent value across all of them means the Nailgun is equally rare at construction sites on every map that has a dedicated construction table. The designers did not differentiate the Nailgun's construction-site frequency by map.

The Construction entry without a map prefix is the base construction table. The prefixed entries (PEI_Construction, Washington_Construction, etc.) are map-specific overrides. Both may exist for a given map; the specific spawn node configuration determines which tables a node rolls on. Some nodes may roll on both the base table and the map-specific table, effectively doubling the chance.

Yukon construction

MapSpawn tableChance per roll
CoreYukon_Construction1.513%

The Yukon construction table gives a slightly lower chance of 1.513% compared to the standard 1.543%. The difference is 0.03 percentage points. The literal value in the game data is 1.513%; it is not a rounding error or an approximation. The Yukon map's construction loot is marginally less likely to contain a Nailgun.

Ireland brewery

MapSpawn tableChance per roll
IrelandCliffs_Brewery_Cliffs1.456%

The brewery table on Ireland's Cliffs map gives a 1.456% chance. This is lower than all the generic construction tables. Breweries are thematic locations on the Ireland map, and the loot table covers a broader category than just construction tools. The Nailgun's presence here reflects its identity as a tool found in industrial and workshop environments.

Belgium construction

MapSpawn tableChance per roll
BelgiumConstruction_Belgium1.395%

Belgium's construction table gives 1.395%, the lowest of the construction-themed entries. Belgium has its own construction table naming convention (Construction_Belgium rather than Belgium_Construction), but the structure is the same: a map-specific construction loot table.

Mine tables

MapSpawn tableChance per roll
CoreRussia_Mine1.329%
CoreMine1.329%
CorePeaks_Mine1.329%
FranceFrance_Mine1.329%

Four mine-themed tables share 1.329%. The Nailgun appears in mine loot pools, which fits its identity as a tool found in industrial and underground locations. Mines contain construction materials (planks, nails, lanterns) and the Nailgun is thematically appropriate.

The Mine entry without a map prefix is the base mine table. Russia_Mine, Peaks_Mine, and France_Mine are the map-specific mine tables for the Russia, Peaks, and France maps respectively.

Belgium factory

MapSpawn tableChance per roll
BelgiumHerstal_Factory0.937%

The Herstal factory table has the lowest chance in the list at 0.937%. Herstal is a real-world location in Belgium known for firearms manufacturing. In the Belgium map, the Herstal Factory is a loot location that contains industrial and military items. The Nailgun's presence here at a low probability reflects its status as a common tool in a high-tier loot zone.

Full spawn table (verbatim)

MapSpawn tableChance per roll
CoreConstruction_Guns100.000%
CorePEI_Construction1.543%
CoreConstruction1.543%
CoreWashington_Construction1.543%
CoreRussia_Construction1.543%
CorePeaks_Construction1.543%
FranceFrance_Construction1.543%
IrelandCliffs_Construction1.543%
RioDeJaneiroConstruction_Brazil1.543%
CoreYukon_Construction1.513%
IrelandCliffs_Brewery_Cliffs1.456%
BelgiumConstruction_Belgium1.395%
CoreRussia_Mine1.329%
CoreMine1.329%
CorePeaks_Mine1.329%
FranceFrance_Mine1.329%
BelgiumHerstal_Factory0.937%

The extracted asset data lists all 17 tables. There is no note about additional tables not shown, which implies these 17 represent the complete spawn distribution.

Reading the spawn table as a modder

Every row is one entry in one loot table. The Chance per roll value is the probability assigned to that entry. A server owner who wants the Nailgun to appear more frequently can either increase the chance value on existing entries (e.g., raising the construction table entries from 1.543% to 3%) or add new entries to additional tables.

To add a new spawn location:

  1. Identify the target map's spawn node configuration.
  2. Add an entry with item ID 1165 to an existing generic loot table with the desired probability.
  3. Or create a new loot table that includes the Nailgun and place it on a new spawn node.

To reduce availability:

  1. Lower the chance values on the construction and mine tables.
  2. Remove the Nailgun entry from specific tables where it is thematically inappropriate.
  3. Leave the Construction_Guns table in place if at least one guaranteed spawn is desirable. Remove it if the Nailgun should be entirely random.

Each spawn table roll is independent. The engine does not track previous rolls and does not implement any "bad luck protection" or cumulative probability mechanism. A player looting ten construction nodes, each with a 1.543% chance, might find zero Nailguns, one, or several. Each roll is a fresh independent event.

Canned Beans

This section documents the Nailgun's relationship -- or lack of one -- with the Canned Beans canon of the 57 Studios wiki. For the full beans lore, see Canned Beans.

The Nailgun brief contains no verified bean data. There is no bean-related flag, no bean ammunition type, no bean-themed blueprint, no bean icon override, and no bean loot table associated with this weapon. The Nailgun does not reference Canned Beans (ID 13) or Spoiled Beans (ID 129) in any asset field.

This absence is expected. The Nailgun is a construction tool that fires Nailgun ammunition (caliber 28). Beans are food consumables. There is no mechanical bridge between the two item categories in the base game data. The caliber system, the magazine system, and the attachment system are all weapon mechanics; food items do not participate in any of them.

The thematic overlap between a tool (Nailgun) and a food item (beans) is minimal. Even a creative modder would find it challenging to design a bean-themed Nailgun variant, because the Nailgun's identity is tied to construction and nails, not to food or projectiles in the general sense. A bean-launching tool would more likely be themed after a slingshot or a catapult.

Nevertheless, a modder who wanted to create a bean-launching Nailgun variant would need to:

  1. Create a new ammunition asset that looks like a bean can and uses caliber 28 so the Nailgun can fire it.
  2. Optionally create a blueprint that converts Canned Beans items (ID 13) into bean ammunition.
  3. The weapon asset itself would not need modification, since the caliber ID match (28) is the only compatibility requirement.

No such mod exists in the official game data, and no plans to create one are documented. The beans section for the Nailgun is an honest record of absence, not a gap in coverage.

Practical use for server owners

Controlling availability

The Construction_Guns table at 100.000% is the single point of guaranteed access. A server owner who removes this table from all spawn nodes makes the Nailgun entirely dependent on the low-probability construction, mine, brewery, and factory tables (all under 2%). The effective rarity would jump significantly. Players would no longer be able to count on finding a Nailgun at any specific location.

Conversely, copying Construction_Guns to additional spawn-node types (for example, adding it to farm or camping spawn nodes) would increase availability without editing any chance values. Every node that references Construction_Guns produces a Nailgun on every activation.

Balancing damage

The three damage blocks are independent. A server owner who finds the Nailgun too weak against zombies can raise Zombie_Damage from 23 to a higher value. Setting it to 40 would roughly double the zombie damage. Alternatively, raising the limb multipliers from 0.3 to 0.5 would make non-headshot zombie hits less punishing without changing the headshot effectiveness.

A server owner who wants the Nailgun to be purely a building tool and not a viable combat weapon can set all three *_Damage fields to 0. This would make the Nailgun deal zero damage to all target types while still functioning for construction purposes (placing and interacting with buildables). The weapon would still consume ammunition and produce firing effects; only the damage application would be suppressed.

Attachment considerations

The single Hook_Tactical slot limits player customisation. Server owners who want the Nailgun to have more attachment options can add Hook_Sight and/or Hook_Grip flags, plus the necessary bracket entries. This changes the weapon's intended design but is a valid server-side modification.

Adding sight support would allow players to mount scopes and red-dot sights, which would partially counteract the wide Spread_Aim of 0.5 (since scopes typically improve aiming characteristics). Adding grip support would allow players to mount foregrips, which might affect recoil or handling depending on the grip attachment's properties.

The no-safety design

The absence of the Safety flag means the Nailgun cannot be safed. It is always live when equipped. Server owners should consider this when balancing PvP scenarios: a player with the Nailgun equipped always has a ready weapon with no safety-delay before firing. This is a minor advantage in reactive combat situations, though the low damage and wide spread mitigate it.

Practical use for modders

Asset file locations

The Nailgun asset lives at Nailgun.dat in the core content bundle. The magazine asset (ID 1166) is a separate file, typically in a Magazine subdirectory. The ammunition asset that uses caliber 28 is also separate. Changes to any of these files can affect the Nailgun's behaviour across all three.

Common modding operations

Changing the slot. The Secondary slot assignment is a top-level asset property, not shown in the ballistics table. Changing it to Primary would move the Nailgun to the primary weapon slot, which changes how it competes with other weapons in the player's hotbar and equipment loadout. A primary-slot Nailgun would mean the player cannot carry both a Nailgun and another primary weapon simultaneously.

Adding a sight hook. Add Hook_Sight to the flags list and insert the corresponding bracket structure in the attachment tree. Test that the new sight slot accepts sight attachments by equipping a compatible sight in-game. The Nailgun's model may or may not have an attachment point for sights; if it does not, the sight will appear at the model's origin or not appear at all.

Adjusting the spread. Lower Spread_Aim from 0.5 to a smaller value for a more accurate Nailgun. A value of 0.1 would make it five times more precise when aiming. A value of 0.05 would make it ten times more precise. At 0.01, the Nailgun would be near-pinpoint, which would fundamentally change its identity from an inaccurate tool to a precision weapon.

Changing the firerate. Lower Firerate from 3 to 2 or 1 for a faster cycle. The engine uses this value as a tick interval, so halving it roughly doubles the firing speed (subject to engine tick rate). Raising it to 5 or 10 would slow the Nailgun to a more deliberate pace.

Adding automatic fire. Add the Auto flag to the flags list. With Semi already present, the weapon would gain a fire-mode selector allowing toggling between semi-automatic and automatic fire. Combined with Firerate of 3, automatic fire would cycle quickly. This is a significant departure from the Nailgun's tool identity.

Removing crafting requirements. Remove the RequiresNearbyCraftingTags flag to allow blueprint crafting anywhere. Remove Blueprints to disable crafting entirely, making the Nailgun a loot-only item.

Data integrity

Every item ID, GUID, and caliber ID must match an existing asset. A typo in the Magazine field (changing 1166 to 1167) will cause the weapon to fail to attach its default magazine. The weapon will spawn with no magazine, and the player will see an empty weapon with zero capacity.

A typo in the Caliber field (changing 28 to 27) will make the Nailgun reject its own default ammunition. The weapon will be unable to load any ammunition unless a custom ammunition type with caliber 27 is provided.

Test all overrides on a local server before deploying. Test with a clean spawn (picking up from a loot table or using /give), manual reloading (dragging ammunition onto the weapon), and combat against all three target types (player, zombie, animal) to confirm the damage values are applied correctly.