1×1 (1)

Inventory size

9

Blueprints

9 blueprints
Gear
6 x
=
Gear
Utilities
+
+
2 x
+
2 x
=
Utilities
+
+
+
=
Barricade
+
=
Utilities
+
+
+
8 x
+
+
+
3 x
=
Utilities
2 x
+
+
+
+
2 x
+
6 x
+
10 x
=
Tool
2 x
+
2 x
+
=
Gear
=
6 x
Other ways to get this supply Off-map sources rolled from a loot pool
Fishing rods (1)
Unturned Fishing Rod icon 0.15 %
Spawn tables (46)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59299 PS Gunshop Supplies 0 27.40 % 8
59385 PS Drops Sentry 25.81 % 7
59068 PS Fishing Tools 24.29 % 5
59094 PS Civilian Junk Outside 18.97 % 8
59024 PS Toolbox Supplies 17.02 % 9
59070 PS Weapons Cache Supplies 14.57 % 25
59025 PS Toolbox Supplies Proper 13.09 % 10
59141 PS Military Supplies 1 11.36 % 12
59095 PS Civilian Supplies Outside 10.49 % 12
59071 PS Military Supplies 0 9.98 % 26
59101 PS Refinery Supplies 9.30 % 15
59309 PS Mines Supplies 9.17 % 17
59078 PS Military Supplies PMC 8.08 % 40
59077 PS Military Supplies Soviet 8.07 % 49
59306 PS Mines 8.03 % 19
59096 PS Civilian Outside 7.21 % 27
59105 PS Steel Mill 6.86 % 24
59121 PS Backrooms 6.79 % 23
59043 PS Construction Supplies 6.78 % 24
59161 PS WaterPlant Supplies 6.71 % 22
59076 PS Automotive Proper 6.00 % 27
59074 PS Automotive Supplies 6.00 % 27
59111 PS Soviet Bunker 0 5.90 % 56
59162 PS Waterplant Proper 5.77 % 28
59046 PS Construction Proper 5.71 % 31
59134 PS Construction Zombo Drops 5.51 % 28
59106 PS Steel Mill Proper 5.05 % 30
59120 PS Gunshop Proper 4.57 % 35
59230 PS Fishing Rod Goodies 4.50 % 98
59243 PS Fishing Rod Goodies Junk 4.50 % 112
59326 PS Warehouse 0 4.43 % 95
59067 PS Fishing Proper 4.34 % 33
59099 PS Refinery Proper 4.15 % 20
59321 PS Construction Cone Zombo 3.67 % 28
59261 PS Airfield Supplies 3.53 % 47
59177 PS Bunker 1 Zombo Drops 2.95 % 57
59139 PS Civilian Outside Guns 1.75 % 33
59116 PS Radio Towers Proper 1.60 % 78
59022 PS Weapons Cache Proper 1.60 % 78
59086 PS PMC Zombo Drops 0 0.30 % 51
59087 PS Soviet Zombo Drops 0 0.28 % 61
59089 PS PMC Zombo Drops Proper 0 0.15 % 50
59224 PS Fishing Rod Tier 0 0.15 % 107
59088 PS Soviet Zombo Drops Proper 0 0.14 % 60
59458 PS PMC NVG Zombo Drops 0 0.03 % 53
59330 PS Soviet NVG Zombo Drops 0 0.03 % 63
How loot works in Unturned Sections that apply to this supply 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
Wrench ×1
You get
20 Exp
PS_Wrench_0.dat
GUID 0e24493292bd4d9280c9faced4169018
Type Supply
Rarity Common
ID 59575

Size_X 1
Size_Y 1
Size_Z 0.382

Blueprints 2


Blueprint_0_Type Gear
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59575
Blueprint_0_Supply_0_Amount 6
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 59970
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 27

Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59575
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 59000
Blueprint_1_Output_0_Amount 1
Blueprint_1_Tool 59004
Blueprint_1_Build 27

Actions 2

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Stack
Action_0_Tooltip Compactify.

Action_1_Type Blueprint
Action_1_Blueprint_0_Index 1
Action_1_Blueprint_0_Link
Action_1_Text Scrap
Action_1_Tooltip Turn into <color=#ffffff>Metal Fragments</color>.