1×1 (1)

Inventory size

2

Blueprints

2 blueprints
Salvage
Gear
2 x
=
Toilet Paper 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.
CA Civilian Supplies 33.3 %
Toilet Paper Inline 33.3 %
CA Plumbing 27.3 %
CA Civilian 12.3 %
CA Files 10.9 %
CA Richmans Low 10.5 %
CA Dumpster 7.4 %
CA Construction Average 7.4 %
CA Bank 6.2 %
CA Construction Materials 4.1 %
CA Fisher 3.0 %
CA Construction 2.4 %
CA Sawmill Supply 1.9 %
CA Concrete Factory 1.8 %
CA Mine 1.3 %
CA Food Vendor Trash 1.3 %
CA Sawmill 1.3 %
CA Militia Sawmill 0.8 %
CA Food Vendor Cola 0.3 %
CA Food Vendor Soda 0.3 %
CA Food Vendor 0.2 %
No spawns on map.
CA Civilian Zombie 21.3 %
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
CA Desk #1 11%
CA Dumpster #1 7.4%
CA Files #1 5.4%
CA Files #2 5.4%
CA Cardboard #1 4.1%
CA Vendor #2 0.3%
CA Vendor #3 0.3%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (22)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4277 CA Civilian Supplies 33.33 % 3
60082 Toilet Paper Inline 33.33 % 3
4510 CA Plumbing 27.27 % 7
4268 CA Civilian Zombie 21.28 % 23
4400 CA Civilian 12.35 % 29
4568 CA Files 10.86 % 31
4314 CA Richmans Low 10.49 % 40
4513 CA Dumpster 7.45 % 45
4423 CA Construction Average 7.41 % 5
4236 CA Bank 6.17 % 29
4421 CA Construction Materials 4.12 % 16
4514 CA Fisher 2.97 % 42
4420 CA Construction 2.36 % 35
4373 CA Sawmill Supply 1.94 % 35
4433 CA Concrete Factory 1.77 % 35
4401 CA Mine 1.29 % 36
4521 CA Food Vendor Trash 1.28 % 6
4374 CA Sawmill 1.26 % 35
4399 CA Militia Sawmill 0.76 % 50
4228 CA Food Vendor Cola 0.35 % 10
4227 CA Food Vendor Soda 0.35 % 10
4226 CA Food Vendor 0.19 % 22
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_TP_0.dat
GUID 9102f02fc6e14a039d14a41ed9efc370
Type Supply
Rarity Common
ID 4283

Size_X 1
Size_Y 1

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "fde0f4395a46442cb8de3928d5aefb71" // Cloth
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Fishing_Catchable
{
	Min_Relocate_Interval 1.2
	Max_Relocate_Interval 2.0
	Max_Upward_Acceleration 0.8
	Max_Downward_Acceleration 0.8
	Max_Upward_Speed 0.2
	Max_Downward_Speed 0.2
	Upper_Restitution 0.2
	Lower_Restitution 0.2
	Min_Target_Delta 0.15
	Max_Target_Delta 0.25
	Min_Target_Position 0.2
	Max_Target_Position 0.8
	Capture_Duration 1.0
	Escape_Duration 1.2
	Spring_Stiffness 8
	Spring_Damping 3
}