2 x 2 (4)

Inventory Size

15 (5 x 3)

Storage Size

+5%

Armor

+5%

Explosion Armor

0%

Movement Speed

No

Fire Proof

No

Radiation Proof

Similar Clothing (7)

There might be more than those listed here.

2 blueprints
Apparel
=
3 x
Repair
0%
+
3 x
=
100%
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 Tables
Spawn Id Spawn Name Drop Chance Pool Size
4377 California Military Low Cloth 16.67 % 6
4376 California Military Low 10.61 % 12
4381 California Military High 8.48 % 31
CA_Military_Bottom_2.dat
GUID 8d4997a7965547499ad89b56dd5eabea
Type Pants
Rarity Uncommon
Useable Clothing
ID 4041

Size_X 2
Size_Y 2
Size_Z 0.65

Width 5
Height 3

Armor 0.95

Blueprints 2
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 4041
Blueprint_0_Product 66
Blueprint_0_Products 3
Blueprint_0_Build 32
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 66
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Build 32