3×3 (9)

Inventory size

Spike

Build

65,000 HP

Health

12 m

Explosion radius

30 s

Reset cooldown

5 s

Arming delay

Damage
Combat damage
Player 111
Zombie 333
Animal 222
Other damage
Standard caliber
Barricade 1000
Structure 500
Vehicle 5000
Resource 5000
Object 5000
How loot works in Unturned Sections that apply to this trap 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_Minefield_Landmine_1.dat
GUID ed97dad2a7bd4cd4a58a456a342aee2b
Type Trap
Rarity Legendary
Useable Barricade

Has_Clip_Prefab False

Build Spike
ID 59652

Size_X 3
Size_Y 3
Size_Z 0.5

Health 65000
Range 4
Radius 0.05
Offset 0.075

Player_Damage 111
Zombie_Damage 333
Animal_Damage 222
Barricade_Damage 1000
Structure_Damage 500
Vehicle_Damage 5000
Resource_Damage 5000
Object_Damage 5000

Range2 12
Explosion2 59010
Explosive

Explosion 36

Trap_Setup_Delay 5

Trap_Cooldown 30

Unrepairable
Unpickupable
Proof_Explosion
Can_Be_Damaged False

Salvage_Duration_Multiplier 0.1

Explosion_Launch_Speed 20