2×2 (4)

Inventory size

Spike

Build

1 HP

Health

8 m

Explosion radius

0.25 s

Arming delay

Damage
Combat damage
Player 80
Zombie 1000
Animal 1000
Other damage
Standard caliber
Barricade 20
Structure 0
Vehicle 5095
Resource 50
Object 100
1 blueprints
Gear
=
2 x
6 x
Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
25316 Buak Airdrop 0.58 % 83
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.
Trap_Landmine.dat
GUID 094a5c03e8a44ecf81a10100fdac9f8c
Type Trap
Rarity Legendary
Useable Barricade
Build Spike
ID 25826

Size_X 2
Size_Y 2
Size_Z 0.35

Use_Auto_Icon_Measurements False

Salvage_Duration_Multiplier .1

Has_Clip_Prefab false

Health 1
Range 4
Radius 0.1
Offset -0.1

Player_Damage 80
Zombie_Damage 1000
Animal_Damage 1000
Barricade_Damage 20
Vehicle_Damage 5095
Resource_Damage 50
Object_Damage 100

Range2 8
Explosion2 34

Explosive

Explosion 25420
Vulnerable
Unrepairable

Blueprints 1

Blueprint_0_Type Gear
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 25826
Blueprint_0_Tool 25393
Blueprint_0_Outputs 3
Blueprint_0_Output_0_ID 25310
Blueprint_0_Output_0_Amount 2
Blueprint_0_Output_1_ID 25359
Blueprint_0_Output_1_Amount 1
Blueprint_0_Output_2_ID 25317
Blueprint_0_Output_2_Amount 6
Blueprint_0_Build 25520

PlacementAudioClip Sounds/Placement/MetalPlacement.wav

EquipAudioClip Sounds/Items/Equip_Item.wav