1 x 1 (1)
Inventory Size
8
Amount
3
Blueprints
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.
Metal Ore
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|
GUID b6dc5553439b4e3d913a5bd2ed67c740
Type Supply
Rarity Uncommon
ID 19528
Size_X 1
Size_Y 1
Size2_Z 0.62
Blueprints
[
{
CategoryTag "8019e22a77834d66966b7c661642eac2" // Stacking
InputItems
[
{
ID this
Amount 8
}
]
OutputItems
[
"a00bc45c7cc947e68f38f79e7ee7227a" // Raw Metal Stack
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
CategoryTag "a4eb875eba114f128882fe7eaa1fe81f" // Assembly
InputItems
[
{
ID this
Amount 4
Critical True
}
{
ID "23ec69200573498a916e15b88d680ae7" // Coal
Amount 1
}
]
OutputItems
[
"22223e9f418d49f2b4b4aab261c51bc8 x 4" // Metal Bar
]
Effect "84347b13028340b8976033c08675d458" // Wrench
RequiresNearbyCraftingTags
[
"2fb441f5563e473897a0d3884911366c" // Campfire
]
}
]
Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Stack
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Craft Metal Bars