4×4 (16)

Inventory size

300 HP

Health

LOW

Armor tier

Barricade

Build material

Yes

Repairable

Yes

Salvageable

Drops on destroy

When this barricade is destroyed (by explosives, melee, or admin damage), the game drops 1 item at its location.

Drops 1 item (item not in this origin's index).
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 × Toolbox self
Barricade
1 blueprints
Gear
3 x
=
Spawn tables (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59428 PS Drops Tools Toolbox 100.00 % 1
59107 PS Steel Mill Tools 5.88 % 4
59100 PS Refinery Tools 4.35 % 3
59042 PS Construction Tools 3.03 % 4
59068 PS Fishing Tools 2.86 % 5
59099 PS Refinery Proper 1.47 % 20
59106 PS Steel Mill Proper 0.94 % 30
59134 PS Construction Zombo Drops 0.57 % 28
59067 PS Fishing Proper 0.51 % 33
59321 PS Construction Cone Zombo 0.38 % 28
59162 PS Waterplant Proper 0.36 % 28
59046 PS Construction Proper 0.32 % 31
59326 PS Warehouse 0 0.22 % 95
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.).

Tools
Run by PS Trader #2 [Architect]
You give
1,500 Exp
You get
Toolbox ×1
Dogtag Barters
Run by PS Trader #8 [Dogtag]
You give
20 Exp
You get
Toolbox ×1
PS_Tools_Toolbox.dat
GUID b121eb1097264dde8aaaa52e5c72f575
Type Barricade
Rarity Rare
Useable Barricade

Has_Clip_Prefab False

Build Barricade
ID 59376

SalvageItem b121eb1097264dde8aaaa52e5c72f575
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy bac7df524f2d428abdc6be7650b28bef

Size_X 4
Size_Y 4
Size_Z 0.75
Health 300

Range 4
Radius 0.34
Offset 0.39

Explosion 36

Vulnerable

Use_Auto_Icon_Measurements False

PlacementAudioClip Sounds/MetalPlacement.mp3

Salvage_Duration_Multiplier 0.1

Bypass_Pickup_Ownership True

Blueprints 1


Blueprint_0_Type Gear
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59000
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Product 59010
Blueprint_0_Products 1
Blueprint_0_Tool 59376
Blueprint_0_Build 27

Actions 2

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Craft Metal Parts
Action_0_Tooltip Combine 3 Metal into Metal Parts.

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Source 59670
Action_1_Blueprint_0_Index 0
Action_1_Text Craft Empty Syringe
Action_1_Tooltip Construct a Syringe from Glass Fragments.