How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
| Spawn Id | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4408 | California Carepackage Armory | 0.65 % | 15 |
| 4409 | California Carepackage | 0.46 % | 30 |
GUID 466e98c435fe4e1ba3626815c066b5fa
Type Magazine
Rarity Legendary
ID 4100
Size_X 1
Size_Y 1
Size_Z 0.18
Amount 10
Count_Min 3
Count_Max 10
Calibers 1
Caliber_0 4101
Tracer 48
Blueprints 2
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 1192
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 4100
Blueprint_1_Build 30