2×2 (4)
Inventory size
12 m
Blast radius
75 HP
Health (placed)
No
Repairable
Damage
Combat damage
| Player | 200 |
|---|---|
| Zombie | 200 |
| Animal | 200 |
Other damage
| Barricade | 111 |
|---|---|
| Structure | 111 |
| Vehicle | 600 |
| Resource | 1700 |
| Object | 1000 |
5 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
How loot works in Unturned
Sections that apply to this charge 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.
PS_Crate_Plastic_Trapped.dat
GUID 6e44f1fb34a34902990dc4ca2e5431b0
Type Charge
Rarity Epic
Useable Barricade
Has_Clip_Prefab False
Build Charge
ID 59868
SalvageItem 6e44f1fb34a34902990dc4ca2e5431b0
Min_Items_Dropped_On_Destroy 4
Max_Items_Dropped_On_Destroy 5
Item_Dropped_On_Destroy 4663b2cd83d94e8087e00882d35bb286
Size_X 2
Size_Y 2
Size_Z 0.56
Health 75
Range 4
Radius 0.6
Offset 0.75
Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 111
Structure_Damage 111
Vehicle_Damage 600
Resource_Damage 1700
Object_Damage 1000
Explosion_Launch_Speed 30
Range2 12
Explosion2 59011
Explosion 19
Vulnerable
PlacementAudioClip Sounds/BeepPlacing1.mp3
Salvage_Duration_Multiplier 0.2
Allow_Placement_Inside_Clip_Volumes False
Blueprints 4
Blueprint_0_Supply_1_Critical
Blueprint_0_Searchable False
Blueprint_1_Supply_1_Critical
Blueprint_1_Searchable False
Blueprint_2_Supply_1_Critical
Blueprint_2_Searchable False
Blueprint_3_Supply_1_Critical
Blueprint_3_Searchable False
Blueprint_0_Type Furniture
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 59518
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 59199
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 59007
Blueprint_0_Supply_2_Amount 4
Blueprint_0_Tool 59376
Blueprint_0_Build 27
Blueprint_1_Type Furniture
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 59518
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Supply_1_ID 59267
Blueprint_1_Supply_1_Amount 1
Blueprint_1_Supply_2_ID 59007
Blueprint_1_Supply_2_Amount 4
Blueprint_1_Tool 59376
Blueprint_1_Build 27
Blueprint_2_Type Furniture
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 59518
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 59268
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_2_ID 59007
Blueprint_2_Supply_2_Amount 4
Blueprint_2_Tool 59376
Blueprint_2_Build 27
Blueprint_3_Type Furniture
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 59518
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_1_ID 59269
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_2_ID 59007
Blueprint_3_Supply_2_Amount 4
Blueprint_3_Tool 59376
Blueprint_3_Build 27
Unrepairable
PlacementPreviewPrefab Items/Barricades/PS_Crate_Wood/Placement.prefab