1×1 (1)
Inventory size
2.5 s
Fuse length
1 N
Strong throw force
1 N
Weak throw force
Damage
Combat damage
| Player | 0 |
|---|---|
| Zombie | 0 |
| Animal | 0 |
Other damage
| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 0 |
| Resource | 0 |
| Object | 0 |
20 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
How loot works in Unturned
Sections that apply to this throwable 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_Smoke_White.dat
GUID 9bec974a2c334f328c470244e7154c58
Type Throwable
Rarity Rare
Useable Throwable
ID 57652
Size_X 1
Size_Y 1
Size_Z 0.35
Blueprints 11
Blueprint_0_Type Tool
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 57202
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 72
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 66
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Build 32
Blueprint_0_Map Elver
Blueprint_1_Type Tool
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 57651
Blueprint_1_Supply_0_Critical
Blueprint_1_Supply_1_ID 70
Blueprint_1_Build 27
Blueprint_1_Map Elver
Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 57653
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 70
Blueprint_2_Build 27
Blueprint_2_Map Elver
Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 57654
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 70
Blueprint_3_Build 27
Blueprint_3_Map Elver
Blueprint_4_Type Tool
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 57655
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 70
Blueprint_4_Build 27
Blueprint_4_Map Elver
Blueprint_5_Type Tool
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 57656
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 70
Blueprint_5_Build 27
Blueprint_5_Map Elver
Blueprint_6_Type Tool
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 57657
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 70
Blueprint_6_Build 27
Blueprint_6_Map Elver
Blueprint_7_Type Tool
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 57658
Blueprint_7_Supply_0_Critical
Blueprint_7_Supply_1_ID 70
Blueprint_7_Build 27
Blueprint_7_Map Elver
Blueprint_8_Type Tool
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 57659
Blueprint_8_Supply_0_Critical
Blueprint_8_Supply_1_ID 70
Blueprint_8_Build 27
Blueprint_8_Map Elver
Blueprint_9_Type Tool
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 57660
Blueprint_9_Supply_0_Critical
Blueprint_9_Supply_1_ID 70
Blueprint_9_Build 27
Blueprint_9_Map Elver
Blueprint_10_Type Tool
Blueprint_10_Supply_0_ID 57652
Blueprint_10_Product 67
Blueprint_10_Products 1
Blueprint_10_Build 27