2×2 (4)

Inventory size

36 (6×6)

Storage slots

100 HP

Health

LOW

Armor tier

Storage

Build material

Yes

Repairable

Yes

Salvageable

Salvage

Holding the salvage key on this placed storage recovers 1 item of itself. Salvage time is multiplied by ×0.3 (faster than default).

Storage
20 blueprints
Furniture
10 x
+
8 x
+
=
Gear
=
8 x
6 x
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
How loot works in Unturned Sections that apply to this storage 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.
Couch_01_Bleached.dat
GUID eaa71f6187a0466880124978f47fd57d
Type Storage
Rarity Uncommon
Useable Barricade
Build Storage
ID 27741

Size_X 2
Size_Y 2
Size_Z 0.35

Use_Auto_Icon_Measurements False

Has_Clip_Prefab false

Salvage_Duration_Multiplier .3

Health 100
Range 4
Radius 0.82
Offset 0.825

Storage_X 6
Storage_Y 6
Display

Explosion 25458
Vulnerable

Actions 10

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Key Salvage

Action_1_Type Blueprint
Action_1_Source 27740
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Text Dye Black
Action_1_Tooltip Add color with dye.

Action_2_Type Blueprint
Action_2_Source 27742
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 0
Action_2_Text Dye Blue
Action_2_Tooltip Add color with dye.

Action_3_Type Blueprint
Action_3_Source 27743
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 0
Action_3_Text Dye Green
Action_3_Tooltip Add color with dye.

Action_4_Type Blueprint
Action_4_Source 27744
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 0
Action_4_Text Dye Orange
Action_4_Tooltip Add color with dye.

Action_5_Type Blueprint
Action_5_Source 27745
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 0
Action_5_Text Dye Pink
Action_5_Tooltip Add color with dye.

Action_6_Type Blueprint
Action_6_Source 27746
Action_6_Blueprints 1
Action_6_Blueprint_0_Index 0
Action_6_Text Dye Purple
Action_6_Tooltip Add color with dye.

Action_7_Type Blueprint
Action_7_Source 27747
Action_7_Blueprints 1
Action_7_Blueprint_0_Index 0
Action_7_Text Dye Red
Action_7_Tooltip Add color with dye.

Action_8_Type Blueprint
Action_8_Source 27748
Action_8_Blueprints 1
Action_8_Blueprint_0_Index 0
Action_8_Text Dye White
Action_8_Tooltip Add color with dye.

Action_9_Type Blueprint
Action_9_Source 27749
Action_9_Blueprints 1
Action_9_Blueprint_0_Index 0
Action_9_Text Dye Yellow
Action_9_Tooltip Add color with dye.

Blueprints 11
Blueprint_0_Type Furniture
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 25310
Blueprint_0_Supply_0_Amount 10
Blueprint_0_Supply_1_ID 25357
Blueprint_0_Supply_1_Amount 8
Blueprint_0_Supply_2_ID 25314
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Build 25526

Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 27741
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 25310
Blueprint_1_Output_0_Amount 8
Blueprint_1_Output_1_ID 25357
Blueprint_1_Output_1_Amount 6
Blueprint_1_Build 25521

//Black
Blueprint_2_Type Utilities
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 25331
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 27740
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 27741
Blueprint_2_Output_0_Amount 1
Blueprint_2_Output_1_ID 25362
Blueprint_2_Output_1_Amount 1
Blueprint_2_Build 25534

//Blue
Blueprint_3_Type Utilities
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25331
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 27742
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 27741
Blueprint_3_Output_0_Amount 1
Blueprint_3_Output_1_ID 25363
Blueprint_3_Output_1_Amount 1
Blueprint_3_Build 25534

//Green
Blueprint_4_Type Utilities
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25331
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 27743
Blueprint_4_Supply_1_Amount 1
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 2
Blueprint_4_Output_0_ID 27741
Blueprint_4_Output_0_Amount 1
Blueprint_4_Output_1_ID 25364
Blueprint_4_Output_1_Amount 1
Blueprint_4_Build 25534

//Orange
Blueprint_5_Type Utilities
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 25331
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 27744
Blueprint_5_Supply_1_Amount 1
Blueprint_5_Supply_1_Critical
Blueprint_5_Outputs 2
Blueprint_5_Output_0_ID 27741
Blueprint_5_Output_0_Amount 1
Blueprint_5_Output_1_ID 25365
Blueprint_5_Output_1_Amount 1
Blueprint_5_Build 25534

//Pink
Blueprint_6_Type Utilities
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25331
Blueprint_6_Supply_0_Amount 1
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 27745
Blueprint_6_Supply_1_Amount 1
Blueprint_6_Supply_1_Critical
Blueprint_6_Outputs 2
Blueprint_6_Output_0_ID 27741
Blueprint_6_Output_0_Amount 1
Blueprint_6_Output_1_ID 25366
Blueprint_6_Output_1_Amount 1
Blueprint_6_Build 25534

//Purple
Blueprint_7_Type Utilities
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 25331
Blueprint_7_Supply_0_Amount 1
Blueprint_7_Supply_0_Critical
Blueprint_7_Supply_1_ID 27746
Blueprint_7_Supply_1_Amount 1
Blueprint_7_Supply_1_Critical
Blueprint_7_Outputs 2
Blueprint_7_Output_0_ID 27741
Blueprint_7_Output_0_Amount 1
Blueprint_7_Output_1_ID 25367
Blueprint_7_Output_1_Amount 1
Blueprint_7_Build 25534

//Red
Blueprint_8_Type Utilities
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 25331
Blueprint_8_Supply_0_Amount 1
Blueprint_8_Supply_0_Critical
Blueprint_8_Supply_1_ID 27747
Blueprint_8_Supply_1_Amount 1
Blueprint_8_Supply_1_Critical
Blueprint_8_Outputs 2
Blueprint_8_Output_0_ID 27741
Blueprint_8_Output_0_Amount 1
Blueprint_8_Output_1_ID 25368
Blueprint_8_Output_1_Amount 1
Blueprint_8_Build 25534

//White
Blueprint_9_Type Utilities
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 25331
Blueprint_9_Supply_0_Amount 1
Blueprint_9_Supply_0_Critical
Blueprint_9_Supply_1_ID 27748
Blueprint_9_Supply_1_Amount 1
Blueprint_9_Supply_1_Critical
Blueprint_9_Outputs 2
Blueprint_9_Output_0_ID 27741
Blueprint_9_Output_0_Amount 1
Blueprint_9_Output_1_ID 25369
Blueprint_9_Output_1_Amount 1
Blueprint_9_Build 25534

//Yellow
Blueprint_10_Type Utilities
Blueprint_10_Supplies 2
Blueprint_10_Supply_0_ID 25331
Blueprint_10_Supply_0_Amount 1
Blueprint_10_Supply_0_Critical
Blueprint_10_Supply_1_ID 27749
Blueprint_10_Supply_1_Amount 1
Blueprint_10_Supply_1_Critical
Blueprint_10_Outputs 2
Blueprint_10_Output_0_ID 27741
Blueprint_10_Output_0_Amount 1
Blueprint_10_Output_1_ID 25370
Blueprint_10_Output_1_Amount 1
Blueprint_10_Build 25534

PlacementAudioClip Sounds/Placement/WoodenPlacement.mp3

EquipAudioClip Sounds/Items/Equip_Item.wav