2×2 (4)

Inventory size

144 (12×12)

Storage slots

550 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
3 blueprints
Utilities
Gear
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.
Unlocked_Counter_Sink_Iron.dat
GUID 2c9a014b874a447bba4dd380d0d2d8ff
Type Storage
Rarity Uncommon
Useable Barricade
Build Storage
ID 27792

Size_X 2
Size_Y 2
Size_Z 0.46

Bundle_Override_Path /Items/Barricades/Counter_Sink_Iron

Use_Auto_Icon_Measurements False

Salvage_Duration_Multiplier .3

Has_Clip_Prefab false

Health 550
Range 4
Radius 0.487
Offset .5625

Storage_X 12
Storage_Y 12

Explosion 25353


Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 2
Action_0_Text Lock
Action_0_Tooltip Lock from public access.

Blueprints 3
Blueprint_0_Type Utilities
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 27586
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 27792
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 25527

Blueprint_2_Type Utilities
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 27792
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 27586
Blueprint_2_Output_0_Amount 1
Blueprint_2_Build 25527

Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 27792
Blueprint_1_Tool 25393
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 27080
Blueprint_1_Output_0_Amount 1
Blueprint_1_Build 25520

Should_Close_When_Outside_Range true
PlacementAudioClip Sounds/Placement/MetalPlacement.wav

EquipAudioClip Sounds/Items/Equip_Item.wav