1×1 (1)

Inventory size

8 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (6)
4 blueprints
Ammo
Ammo
Gear
Craft lvl.2
+
=
30 x
Ammo
Shotgun Shells Where to find this Item
100%
Elver map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Farm Guns 88.2 %
Police Guns 80.0 %
Civ Magazines 50.0 %
Magazines Low 27.5 %
Police 26.7 %
Civ Gun Related 24.0 %
Farm 22.0 %
Attachments Low 21.1 %
Gun Store 20.5 %
Civ Generic 3.9 %
Dorms 01 Attachments 3.9 %
Dorms 05 Random 0.6 %
No spawns on map.
No zombie drops.
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 (12)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57096 Metro Farm Guns 88.18 % 2
57074 Metro Police Guns 80.00 % 2
57035 Metro Civ Magazines 50.00 % 3
57047 Metro Magazines Low 27.49 % 7
57072 Metro Police 26.67 % 8
57036 Metro Civ Gun Related 24.00 % 8
57095 Metro Farm 22.02 % 29
57046 Metro Attachments Low 21.15 % 27
57052 Metro Gun Store 20.51 % 38
57031 Metro Civ Generic 3.93 % 69
57153 Metro Dorms 01 Attachments 3.93 % 32
57160 Metro Dorms 05 Random 0.61 % 184
How loot works in Unturned Sections that apply to this magazine 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.
Metro_SG_Shells_0.dat
GUID f901338d057148859f6245942fa7f4ed

Type Magazine
Rarity Rare
ID 57134

Size_X 1
Size_Y 1
Size_Z 0.225

Amount 8
Count_Min 8
Count_Max 8

Calibers 2
Caliber_0 57004
Caliber_1 57006

Pellets 12

Tracer 48

Blueprints 3
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 57134
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57487
Blueprint_1_Build 30

Blueprint_2_Type Gear
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 57062
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 57134
Blueprint_2_Output_0_Amount 30
Blueprint_2_Level 2
Blueprint_2_Skill Craft
Blueprint_2_Build 27
Blueprint_2_Map Elver

Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Magazines/Shells_8

Delete_Empty