1 x 2 (2)

Inventory Size

4

Amount

4

Blueprints

4 blueprints
-
4 x
=
-
4 x
+
+
=
-
+
2 x
+
2 x
=
2 x
-
=
4 x
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Saltpeter Where to find this Item
100%
Arid Reborn map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Spawn Chem Store 14.1 %
Mines 5.7 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
19064 PS Spawn Chem Store 14.14 % 8
19061 PS Mines 5.71 % 13
PS_Saltpeter.dat
GUID c80a681883cd4c4db87891caafa40f24
Type Supply
Rarity Uncommon
ID 19024

Size_X 1
Size_Y 2
Size2_Z 0.53

Blueprints
[
	{
		CategoryTag "8019e22a77834d66966b7c661642eac2" // Stacking
		InputItems
		[
			{
				ID this
				Amount 4
			}
		]
		OutputItems
		[
			"76a2c07de8284eeda9b7165f8c2de013" // Saltpeter Stack
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Actions 1

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Stack