2×1 (2)

Inventory size

178

Blueprints

178 blueprints
Gear
20 x
=
Salvage
Repair
0%
+
2 x
=
100%
Salvage
Gear
=
3 x
Repair
0%
+
2 x
=
100%
Apparel
4 x
+
2 x
+
=
Apparel
4 x
+
2 x
+
=
Apparel
4 x
+
2 x
+
=
Apparel
4 x
+
2 x
+
=
Furniture
6 x
=
Furniture
3 x
+
4 x
=
Furniture
4 x
=
Furniture
3 x
=
Furniture
5 x
+
4 x
=
Furniture
2 x
+
2 x
=
Barricade
6 x
+
2 x
=
Barricade
6 x
+
2 x
=
Barricade
5 x
+
=
Furniture
20 x
=
Furniture
12 x
+
4 x
+
3 x
+
=
Furniture
6 x
=
Utilities
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Structure
3 x
=
Structure
=
17 x
Structure
3 x
=
Structure
=
17 x
Structure
3 x
=
Structure
=
17 x
Structure
2 x
=
Structure
=
18 x
Structure
3 x
=
2 x
Structure
=
2 x
17 x
Structure
3 x
=
Structure
=
17 x
Structure
3 x
=
Structure
=
17 x
Structure
3 x
=
Structure
=
17 x
Tool
+
+
=
Tool
+
+
=
Furniture
4 x
=
Furniture
6 x
=
Furniture
6 x
=
Furniture
5 x
+
6 x
=
Furniture
7 x
+
5 x
=
Furniture
2 x
+
2 x
=
Furniture
2 x
+
2 x
=
Barricade
7 x
=
Barricade
5 x
+
+
2 x
=
Furniture
3 x
+
2 x
=
Barricade
5 x
+
+
2 x
=
Furniture
10 x
=
Furniture
8 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Structure
3 x
=
Structure
=
17 x
Furniture
3 x
+
2 x
=
Tool
+
+
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
8 x
=
Furniture
4 x
+
2 x
+
=
Barricade
5 x
+
=
Barricade
5 x
+
=
Furniture
2 x
+
8 x
=
Furniture
40 x
=
Furniture
4 x
+
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Repair
0%
+
=
100%
Salvage
Repair
0%
+
=
100%
Salvage
=
2 x
Structure
3 x
=
Structure
=
17 x
Structure
2 x
=
Structure
=
18 x
Structure
Structure
=
19 x
Structure
3 x
=
Structure
=
17 x
Structure
2 x
=
Structure
=
18 x
Structure
3 x
=
Structure
2 x
=
Structure
=
18 x
Structure
3 x
=
Structure
=
17 x
Furniture
+
2 x
+
+
=
Tool
+
+
=
Furniture
4 x
=
Furniture
4 x
=
Furniture
4 x
=
Furniture
4 x
=
Furniture
6 x
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
+
2 x
+
=
Furniture
6 x
+
3 x
=
Furniture
4 x
=
Barricade
8 x
+
2 x
=
Furniture
6 x
=
Furniture
3 x
+
2 x
=
Furniture
4 x
=
Utilities
5 x
+
=
Furniture
6 x
=
Repair
0%
+
2 x
=
100%
Salvage
Gear
=
20 x
Furniture
8 x
+
4 x
=
Utilities
2 x
+
=
Furniture
6 x
=
Furniture
4 x
=
Furniture
4 x
=
Furniture
4 x
+
2 x
+
=
Furniture
4 x
=
Furniture
3 x
+
5 x
=
Utilities
2 x
+
+
=
Furniture
2 x
+
2 x
=
Furniture
2 x
+
2 x
=
Furniture
2 x
+
2 x
=
Barricade
5 x
+
+
2 x
=
Barricade
5 x
+
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Barricade
6 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Gear
Cook lvl.1
2 x
=
Structure
3 x
=
Structure
3 x
=
Structure
=
17 x
Structure
3 x
=
Structure
=
17 x
Furniture
4 x
=
Barricade
5 x
+
=
Furniture
4 x
+
18 x
=
Furniture
6 x
=
Gear
Cook lvl.1
+
10 x
=
Repair
0%
+
3 x
=
100%
Apparel
6 x
+
3 x
+
=
Apparel
6 x
+
3 x
+
=
Apparel
6 x
+
3 x
+
=
Apparel
6 x
+
3 x
+
=
Structure
3 x
=
Structure
=
17 x
Structure
2 x
=
Structure
=
18 x
Structure
3 x
=
Structure
=
17 x
Furniture
2 x
=
Furniture
6 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Furniture
8 x
+
8 x
+
2 x
=
Furniture
10 x
+
10 x
+
2 x
=
Furniture
10 x
+
+
2 x
=
Structure
3 x
=
Structure
=
17 x
Furniture
16 x
=
Structure
3 x
=
Furniture
2 x
+
2 x
=
Wood Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Trees 100.0 %
Sawmill Supply 19.7 %
Sawmill 12.8 %
Construction Common 10.0 %
Militia Sawmill 7.7 %
Construction Materials 4.4 %
Construction 2.5 %
Fish Normal 2.5 %
Concrete Factory 1.9 %
Fish Large 1.8 %
Fish Small 1.8 %
Dumpster 1.7 %
Mine 1.4 %
Fish Proto 1.3 %
Fish Ultra 1.3 %
Fish Kelly 1.2 %
Fish Magnetic 1.1 %
Fish Harvesting 1.0 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Cardboard #1 4.4%
Dumpster #1 1.7%
No objects drop this on this map.
Birch #1 ~8.5×
Birch #2 ~8.5×
Birch #3 ~8.5×
Snow Birch #1 ~8.5×
Snowy Birch #2 ~8.5×
Pine #4 ~7×
Pine #5 ~7×
Snowy Pine #4 ~7×
Snowy Pine #5 ~7×
Pine #3 ~6×
Snowy Pine #3 ~6×
Willow #1 ~5.5×
Willow #1 ~5.5×
Willow #1 ~5.5×
Cypress #1 ~4×
Cypress #2 ~4×
Cypress Snow #1 ~4×
Cypress Snow #2 ~4×
Irradiated Maple #1 ~4×
Irradiated Palm #1 ~4×
Irradiated Palm #2 ~4×
Irradiated Palm #3 ~4×
Irradiated Pine #1 ~4×
Irradiated Pine #2 ~4×
Pine #1 ~4×
Pine #10 ~4×
Pine #11 ~4×
Pine #2 ~4×
Snowy Pine #1 ~4×
Snowy Pine #10 ~4×
Snowy Pine #2 ~4×
Maple #1 ~3.5×
Snowy Maple #1 ~3.5×
Acacia #1 ~3×
Acacia #2 ~3×
Burnt Palm #1 ~3×
Burnt Palm #1 ~3×
Burnt Palm #1 ~3×
Pine #6 ~3×
Snowy Acacia #1 ~3×
Snowy Pine #5 ~3×
Palm #1 ~2.5×
Palm #2 ~2.5×
Palm #3 ~2.5×
Palm #4 ~2.5×
Palm #4 ~2.5×
Palm #4 ~2.5×
Palm #7 ~2.5×
Snowy Palm #1 ~2.5×
Snowy Palm #2 ~2.5×
Snowy Palm #3 ~2.5×
Joshua #1 ~2×
Joshua #2 ~2×
Pine #7 ~2×
Snowy Pine #7 ~2×
Joshua #3 ~1.5×
Joshua #4 ~1.5×
Maple #2 ~1.5×
Pine #8 ~1.5×
Snowy Maple #2 ~1.5×
Snowy Pine #8 ~1.5×
Thorny Tree #1 ~1.5×
No resources yield this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Other ways to get this supply Off-map sources rolled from a loot pool
Fishing rods (8)
Unturned Fishing Rod icon 2.51 %
Unturned Heavy Fishing Rod icon 1.81 %
Unturned Light Fishing Rod icon 1.80 %
Unturned Proto Fishing Rod icon 1.29 %
Unturned Ultra Fishing Rod icon 1.28 %
Unturned Kelly Fishing Rod icon 1.15 %
Unturned Magnetic Fishing Rod icon 1.15 %
Unturned Harvesting Fishing Rod icon 1.03 %
Spawn tables (18)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4202 CA Trees 100.00 % 1
4373 CA Sawmill Supply 19.74 % 35
4374 CA Sawmill 12.83 % 35
4422 CA Construction Common 10.00 % 11
4399 CA Militia Sawmill 7.70 % 50
4421 CA Construction Materials 4.44 % 16
4420 CA Construction 2.55 % 35
4240 CA Fish Normal 2.51 % 24
4433 CA Concrete Factory 1.91 % 35
4528 CA Fish Large 1.81 % 33
4241 CA Fish Small 1.80 % 31
4513 CA Dumpster 1.69 % 45
4401 CA Mine 1.39 % 36
4531 CA Fish Proto 1.29 % 37
4530 CA Fish Ultra 1.28 % 39
4533 CA Fish Kelly 1.15 % 73
4529 CA Fish Magnetic 1.15 % 35
4532 CA Fish Harvesting 1.03 % 51
How loot works in Unturned Sections that apply to this supply 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.
CA_Wood.dat
GUID 4b9e0a77869d4757881d0a8d275f2ac0
Type Supply
Rarity Uncommon
ID 4270

Size_X 2
Size_Y 1

Blueprints
[
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this x 20
		OutputItems "912defe23ae749db93b02d87f14801d2" // Stack of Wood
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0

Action_1_Type Blueprint
Action_1_Source 4271
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_0_Link

Fishing_Catchable
{
	Min_Relocate_Interval 1.2
	Max_Relocate_Interval 2.0
	Max_Upward_Acceleration 0.4
	Max_Downward_Acceleration 0.4
	Max_Upward_Speed 0.25
	Max_Downward_Speed 0.25
	Upper_Restitution 0.1
	Lower_Restitution 0.1
	Min_Target_Delta 0.15
	Max_Target_Delta 0.3
	Min_Target_Position 0.0
	Max_Target_Position 0.6
	Capture_Duration 1.8
	Escape_Duration 2.5
	Spring_Stiffness 8
	Spring_Damping 3
}