2×2 (4)

Inventory size

Unlocks Recipes
11 blueprints
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Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
25390 Buak BP Library 8.33 % 12
How loot works in Unturned Sections that apply to this food 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.
BP_Timberwolf.dat
GUID 23fca17a4c5f4307a54ce291054f7d9a
Type Food
Rarity Rare
Useable Consumeable
ID 26924

Size_X 2
Size_Y 2
Size_Z 0.5

Quality_Min 100
Quality_Max 100

Food 0
Water 0
ConsumeAudioClip Sounds/Items/Blueprint.wav

Bundle_Override_Path /Items/Blueprints/BP

Quest_Rewards 3
Quest_Reward_0_Type Flag_Bool
Quest_Reward_0_ID 24924
Quest_Reward_0_Value True
Quest_Reward_1_Type Hint
Quest_Reward_1_Text Learned Blueprint!
Quest_Reward_1_Duration 3
Quest_Reward_2_Type Experience
Quest_Reward_2_Value 3

//Using the kit, first supply is always the kit, then the item.
Blueprints 11

Blueprint_0_Type Tool
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 25380
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 25471
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_1_Critical
Blueprint_0_Build 25528

//Turn into blueprint fragments
Blueprint_1_Type Supply
Blueprint_1_Supply_0_ID 26924
Blueprint_1_Product 25361
Blueprint_1_Products 1
Blueprint_1_Build 25529

//COLOURS

//Black
Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 25380
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 27178
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Build 25528

//Blue
Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25380
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_1_ID 27193
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_Build 25528

//Green
Blueprint_4_Type Tool
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25380
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Supply_1_ID 27208
Blueprint_4_Supply_1_Amount 1
Blueprint_4_Supply_1_Critical
Blueprint_4_Build 25528

//Orange
Blueprint_5_Type Tool
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 25380
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Supply_1_ID 27223
Blueprint_5_Supply_1_Amount 1
Blueprint_5_Supply_1_Critical
Blueprint_5_Build 25528

//Pink
Blueprint_6_Type Tool
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25380
Blueprint_6_Supply_0_Amount 1
Blueprint_6_Supply_1_ID 27238
Blueprint_6_Supply_1_Amount 1
Blueprint_6_Supply_1_Critical
Blueprint_6_Build 25528

//Purple
Blueprint_7_Type Tool
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 25380
Blueprint_7_Supply_0_Amount 1
Blueprint_7_Supply_1_ID 27253
Blueprint_7_Supply_1_Amount 1
Blueprint_7_Supply_1_Critical
Blueprint_7_Build 25528

//Red
Blueprint_8_Type Tool
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 25380
Blueprint_8_Supply_0_Amount 1
Blueprint_8_Supply_1_ID 27268
Blueprint_8_Supply_1_Amount 1
Blueprint_8_Supply_1_Critical
Blueprint_8_Build 25528

//White
Blueprint_9_Type Tool
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 25380
Blueprint_9_Supply_0_Amount 1
Blueprint_9_Supply_1_ID 27283
Blueprint_9_Supply_1_Amount 1
Blueprint_9_Supply_1_Critical
Blueprint_9_Build 25528

//Yellow
Blueprint_10_Type Tool
Blueprint_10_Supplies 2
Blueprint_10_Supply_0_ID 25380
Blueprint_10_Supply_0_Amount 1
Blueprint_10_Supply_1_ID 27298
Blueprint_10_Supply_1_Amount 1
Blueprint_10_Supply_1_Critical
Blueprint_10_Build 25528

// Created by Toothy Deerryte and NSTM. Check out Tales of the Unturned and Kuwait!

EquipAudioClip Sounds/Items/Equip_Item.wav