2×1 (2)

Inventory size

+45%

Food

-45%

Virus

2 blueprints
Supply
=
3 x
Repair
0%
+
=
100%
Bass Where to find this Item
100%
Escalation map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
T6Fish 49.0 %
T4Fish 33.3 %
T5Fish 33.0 %
T2Fish 27.8 %
T6 26.9 %
T0Fish 22.2 %
CarbonFiber 20.6 %
T4 20.0 %
T3 19.0 %
T5 18.8 %
T2 18.1 %
FiberglassRod 17.8 %
T1 16.8 %
T0 15.6 %
WoodenRod 15.4 %
No spawns on map.
No zombie drops.
NPC Caster
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 (15)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51428 PBS T6Fish 48.98 % 3
51415 PBS T4Fish 33.33 % 3
51421 PBS T5Fish 33.00 % 4
51408 PBS T2Fish 27.78 % 4
51427 PBS T6 26.94 % 74
51401 PBS T0Fish 22.22 % 4
51192 PBS CarbonFiber 20.58 % 25
51414 PBS T4 20.00 % 29
51413 PBS T3 19.03 % 36
51420 PBS T5 18.81 % 48
51407 PBS T2 18.06 % 25
51191 PBS FiberglassRod 17.79 % 22
51406 PBS T1 16.81 % 26
51400 PBS T0 15.56 % 19
51190 PBS WoodenRod 15.38 % 16
How loot works in Unturned Sections that apply to this food 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.).

Fishing Shop
Run by PBS NPC Caster
You give
Bass ×1
You get
15 Exp
Bass.dat
GUID 5cbe1c506e1a4d2f906f80b4ba8c05e4
Type Food
Useable Consumeable
ID 51497

Size_X 2
Size_Y 1
Size_Z 0.3
Size2_Z 0.35

Food 45
Virus 45
ConsumeAudioClip core.masterbundle:Sounds/EatCrunchy.mp3

Blueprints 2
Blueprint_0_Type Supply
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51497
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51498
Blueprint_0_Output_0_Amount 3
Blueprint_0_Build 27

Blueprint_1_Type Repair
Blueprint_1_Searchable False
Blueprint_1_Supply_0_ID 51416
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Build 27

Quest_Rewards 1
Quest_Reward_0_Type Rewards_List_Asset
Quest_Reward_0_GUID dc71be756f984f68adb51b5e8cb887bc

Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Split ▼
Action_0_Tooltip Split into multiple filets.
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Purify ▲
Action_1_Tooltip Purify to remove impurities.


Use_Auto_Stat_Descriptions false