2×2 (4)

Inventory size

192 (8×24)

Storage slots

Similar Clothing (7)

There might be more than those listed here.

32 blueprints
Gear
=
4 x
Repair
0%
+
5 x
=
100%
Apparel
Apparel
Apparel
Apparel
Craft lvl.2
8 x
+
+
2 x
=
Apparel
Apparel
Apparel
Apparel
Tool
+
=
Apparel
+
=
Apparel
+
=
Apparel
+
+
+
=
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
Apparel
+
=
Apparel
How loot works in Unturned Sections that apply to this backpack 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.
Hiking_Pack_Bleached.dat
GUID 811076db67f34f3188fb9a5e317e06ac
Type Backpack
Rarity Rare
Useable Clothing
ID 26128

Size_X 2
Size_Y 2
Size_Z 0.68

Quality_Min 100
Quality_Max 100

Use_Auto_Icon_Measurements False

WearAudio Sounds/Clothes/Backpack.asset

Width 8
Height 24

Actions 3
Action_0_Type Blueprint
Action_0_Source 26127
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 2
Action_0_Text Dye Black
Action_0_Tooltip Add color with dye.

Action_1_Type Blueprint
Action_1_Source 26129
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Dye Green
Action_1_Tooltip Add color with dye.

Action_2_Type Blueprint
Action_2_Source 26130
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Text Dye Tan
Action_2_Tooltip Add color with dye.

Blueprints 10
Blueprint_0_Type Gear
Blueprint_0_Supply_0_ID 26128
Blueprint_0_Product 25300
Blueprint_0_Products 4
Blueprint_0_Build 25535
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 25300
Blueprint_1_Supply_0_Amount 5
Blueprint_1_Build 25534

Blueprint_2_Type Apparel
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 25331
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 26127
Blueprint_2_Supply_1_Critical
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 26128
Blueprint_2_Output_0_Amount 1
Blueprint_2_Output_1_ID 25362
Blueprint_2_Output_1_Amount 1
Blueprint_2_State_Transfer
Blueprint_2_Build 25534

Blueprint_3_Type Apparel
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25331
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 26129
Blueprint_3_Supply_1_Critical
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 26128
Blueprint_3_Output_0_Amount 1
Blueprint_3_Output_1_ID 25364
Blueprint_3_Output_1_Amount 1
Blueprint_3_State_Transfer
Blueprint_3_Build 25534

Blueprint_4_Type Apparel
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25331
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 26130
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 4
Blueprint_4_Output_0_ID 26128
Blueprint_4_Output_0_Amount 1
Blueprint_4_Output_1_ID 25368
Blueprint_4_Output_1_Amount 1
Blueprint_4_Output_2_ID 25364
Blueprint_4_Output_2_Amount 1
Blueprint_4_Output_3_ID 25369
Blueprint_4_Output_3_Amount 1
Blueprint_4_State_Transfer
Blueprint_4_Build 25534

//BP_TRUE
Blueprint_5_Type Apparel
Blueprint_5_Supplies 3
Blueprint_5_Supply_0_ID 25357
Blueprint_5_Supply_0_Amount 8
Blueprint_5_Supply_1_ID 25323
Blueprint_5_Supply_1_Amount 1
Blueprint_5_Supply_2_ID 25300
Blueprint_5_Supply_2_Amount 2
Blueprint_5_Skill Craft
Blueprint_5_Level 2
Blueprint_5_Build 27
Blueprint_5_Conditions 1
Blueprint_5_Condition_0_Type Flag_Bool
Blueprint_5_Condition_0_ID 24862
Blueprint_5_Condition_0_Value True
Blueprint_5_Condition_0_Logic Equal

//BP_FALSE
Blueprint_6_Type Apparel
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25648
Blueprint_6_Supply_0_Amount 1
Blueprint_6_Supply_1_ID 26127
Blueprint_6_Supply_1_Amount 1
Blueprint_6_Products 1
Blueprint_6_Conditions 1
Blueprint_6_Condition_0_Type Flag_Bool
Blueprint_6_Condition_0_ID 24862
Blueprint_6_Condition_0_Value False
Blueprint_6_Condition_0_Logic Equal
Blueprint_6_Condition_0_Allow_Unset
Blueprint_6_Build 25534

//BP_FALSE
Blueprint_7_Type Apparel
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 25648
Blueprint_7_Supply_0_Amount 1
Blueprint_7_Supply_1_ID 26128
Blueprint_7_Supply_1_Amount 1
Blueprint_7_Products 1
Blueprint_7_Conditions 1
Blueprint_7_Condition_0_Type Flag_Bool
Blueprint_7_Condition_0_ID 24862
Blueprint_7_Condition_0_Value False
Blueprint_7_Condition_0_Logic Equal
Blueprint_7_Condition_0_Allow_Unset
Blueprint_7_Build 25534

//BP_FALSE
Blueprint_8_Type Apparel
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 25648
Blueprint_8_Supply_0_Amount 1
Blueprint_8_Supply_1_ID 26129
Blueprint_8_Supply_1_Amount 1
Blueprint_8_Products 1
Blueprint_8_Conditions 1
Blueprint_8_Condition_0_Type Flag_Bool
Blueprint_8_Condition_0_ID 24862
Blueprint_8_Condition_0_Value False
Blueprint_8_Condition_0_Logic Equal
Blueprint_8_Condition_0_Allow_Unset
Blueprint_8_Build 25534

//BP_FALSE
Blueprint_9_Type Apparel
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 25648
Blueprint_9_Supply_0_Amount 1
Blueprint_9_Supply_1_ID 26130
Blueprint_9_Supply_1_Amount 1
Blueprint_9_Products 1
Blueprint_9_Conditions 1
Blueprint_9_Condition_0_Type Flag_Bool
Blueprint_9_Condition_0_ID 24862
Blueprint_9_Condition_0_Value False
Blueprint_9_Condition_0_Logic Equal
Blueprint_9_Condition_0_Allow_Unset
Blueprint_9_Build 25534
EquipAudioClip Sounds/Items/Equip_Item.wav