2×1 (2)

Inventory size

14

Blueprints

14 blueprints
Gear
5 x
+
+
2 x
=
Gear
10 x
=
Gear
=
4 x
Gear
2 x
+
5 x
+
2 x
=
Tool
Craft lvl.2
2 x
+
3 x
+
=
Gear
2 x
+
4 x
+
+
=
Gear
2 x
+
3 x
+
=
Tool
3 x
+
2 x
+
3 x
=
2 x
Gear
=
10 x
Gear
+
2 x
=
Gear
=
3 x
3 x
Gear
2 x
+
4 x
+
=
Gear
2 x
+
2 x
+
=
Tool
Craft lvl.2
+
=
Explosives 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.
Military Reactor Special 26.9 %
PMC Special High 20.4 %
Mercenaries Special 17.8 %
PMC High Special 17.8 %
Military Fort Mega 16.3 %
Research Special High 14.4 %
Carepackage Supply 14.3 %
Launch Rig Special High 10.0 %
Special High 10.0 %
BBunker Richmans Low 9.8 %
Cache PMC Low 9.2 %
BBunker Richmans High 8.8 %
Cache PMC High 8.8 %
PMC Special Low 8.5 %
Carepackage 8.4 %
Military High Special 1 6.8 %
Launch Rig Special 6.8 %
Military High Special 0 6.4 %
Fort Gas 5.8 %
Research Special Low 5.8 %
Military Reactor 3.9 %
Mercenaries High 1.7 %
PMC High 1.7 %
Military Fort 0.9 %
Launch Rig 0.8 %
Military High 1 0.6 %
Military High 0 0.5 %
No spawns on map.
Military Reactor Zombie 3.1 %
Military Zombie Elite 0 0.6 %
Military Zombie Elite 1 0.3 %
Military Fort Zombie 0.1 %
No zombie drops.
Bikers Vendor
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (31)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4447 CA Military Reactor Special 26.88 % 8
4361 CA PMC Special High 20.41 % 29
4351 CA Mercenaries Special 17.77 % 3
4307 CA PMC High Special 17.77 % 3
4448 CA Military Fort Mega 16.26 % 21
4316 CA Research Special High 14.39 % 25
4410 CA Carepackage Supply 14.29 % 16
4591 CA Launch Rig Special High 10.00 % 43
4390 CA Special High 10.00 % 43
4466 CA BBunker Richmans Low 9.77 % 50
4462 CA Cache PMC Low 9.22 % 47
4467 CA BBunker Richmans High 8.79 % 54
4461 CA Cache PMC High 8.79 % 52
4330 CA PMC Special Low 8.47 % 16
4409 CA Carepackage 8.40 % 48
4291 CA Military High Special 1 6.85 % 10
4590 CA Launch Rig Special 6.78 % 10
4385 CA Military High Special 0 6.35 % 9
4518 CA Fort Gas 5.85 % 20
4346 CA Research Special Low 5.76 % 47
4442 CA Military Reactor 3.93 % 34
4441 CA Military Reactor Zombie 3.09 % 51
4367 CA Mercenaries High 1.68 % 40
4308 CA PMC High 1.68 % 41
4435 CA Military Fort 0.86 % 59
4588 CA Launch Rig 0.80 % 20
4413 CA Military Zombie Elite 0 0.64 % 30
4294 CA Military High 1 0.63 % 43
4381 CA Military High 0 0.47 % 42
4419 CA Military Zombie Elite 1 0.31 % 31
4434 CA Military Fort Zombie 0.13 % 47
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Nighttime Bikers Armory
Run by CA Bikers Vendor
Locked behind progression in quest CA Bikers Austy (Bar - Night#1 - Hat)'s dialogue. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
700 Exp
You get
Explosives ×1
Bikers Armory Tokens are a custom shop currency: earn them at Daytime Bikers Armory, spend at Nighttime Bikers Armory. Higher-tier offers may be hidden until you have enough.
CA_Explosives_0.dat
GUID 656ee82a65114c6cbdd17120b715f331
Type Supply
Rarity Rare
ID 4288

Size_X 2
Size_Y 1

Blueprints
[
	// Crafting
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems
		[
			"e0c7452b53d9408d8b4879060ded06ee x 5" // Gunpowder
			"ead20906b304483bb30a9ec693db6bde x 1" // Glue
			"7dfd815fd626445884e93c808cebe2b6 x 2" // Tape
		]
		OutputItems this
		RequiresNearbyCraftingTags
		[
			"466e8ce7473a466d99fb0ad18de4e001" // Weapon Workstation
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}

	// Stacking
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear

		InputItems 4288 x 10
		OutputItems
		[
			"817d8079498b49e5b284185c56620010 x 1" // Stack	
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}

	// Salvaging
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this
		OutputItems "e0c7452b53d9408d8b4879060ded06ee x 4" // Gunpowder
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]


Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1

// Salvaging 
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Key Salvage