1×1 (1)

Inventory size

50 HP

Health

LOW

Armor tier

Barricade

Build material

Yes

Repairable

Yes

Salvageable

Salvage

Holding the salvage key on this placed barricade recovers 1 item of itself. Salvage time is multiplied by ×0.1 (faster than default).

1 × Cotton Wool self
Barricade
6 blueprints
Apparel
Apparel
=
2 x
Gear
Craft lvl.3
+
=
Barricade
Craft lvl.1
2 x
+
+
=
Furniture
24 x
+
2 x
+
2 x
=
Gear
Craft lvl.2
4 x
+
2 x
+
10 x
=
Cotton Wool Where to find this Item
100%
A6 Polaris map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Hospital Mats 100.0 %
Hospital 16.7 %
Fishing High 12.4 %
Fishing Low 12.2 %
Fishing Huge 6.2 %
Fishing Wood 6.1 %
Fishing Baby 2.4 %
Fishing Sharps 1.2 %
No spawns on map.
No zombie drops.
NPC Guide #1 [Safezone]
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Other ways to get this barricade Off-map sources rolled from a loot pool
Fishing rods (5)
Unturned Seaward Fisher icon 6.21 %
Unturned Seaward Fisher icon 6.21 %
Unturned Sharpsman Rod icon 6.21 %
Unturned Wooden Rod icon 6.10 %
Unturned Fishing Rod icon 2.44 %
Spawn tables (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
36051 Frost Hospital Mats 100.00 % 1
36046 Frost Hospital 16.65 % 91
36089 Frost Fishing High 12.41 % 10
36087 Frost Fishing Low 12.20 % 6
36093 Frost Fishing Huge 6.21 % 20
36090 Frost Fishing Wood 6.10 % 16
36091 Frost Fishing Baby 2.44 % 16
36092 Frost Fishing Sharps 1.24 % 20
How loot works in Unturned Sections that apply to this barricade are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Supply Shop
Run by Frost NPC Guide #1 [Safezone]
You give
Cotton Wool ×1
You get
10 Exp
Frost_Wool.dat
GUID 148fd50646624fbcbe1c6fa1140832cb

Type Barricade
Useable Barricade
Has_Clip_Prefab false
Build Barricade
Rarity Uncommon
ID 36358




Health 50
Range 4
Radius 0.05
Offset 0.13
Explosion 36
Vulnerable
Salvage_Duration_Multiplier 0.1
Bypass_Pickup_Ownership True
PlacementAudioClip core.masterbundle:Sounds/WoodenPlacement.mp3


Blueprints 2
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 36358
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36045
Blueprint_0_Output_0_Amount 1

Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36015
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset

Blueprint_1_Type Apparel
Blueprint_1_Supply_0_ID 36358
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36045
Blueprint_1_Output_0_Amount 2

Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36015
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal