2×1 (2)

Inventory size

23

Blueprints

23 blueprints
Tool
4 x
=
Tool
=
4 x
Tool
Tool
Tool
Tool
Tool
+
=
Tool
+
=
Tool
+
+
=
Tool
+
2 x
+
2 x
=
Tool
+
=
Tool
2 x
+
+
2 x
+
2 x
=
Furniture
Furniture
Tool
=
4 x
Tool
Tool
Tool
Tool
Tool
4 x
=
Tool
+
+
=
Structure
4 x
+
2 x
=
Structure
=
2 x
White Filament Spool 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.
Nerd rare 9.1 %
PBS T4Mats 7.4 %
PBS T5Mats 5.3 %
PBS T6Mats 4.4 %
PBS T7Mats 3.7 %
PBS T4 1.8 %
PBS CarbonFiber 1.6 %
Nerd 1.4 %
PBS T5 1.2 %
PBS T3 0.9 %
PBS T6 0.9 %
PBS T7 0.7 %
Mattress 0.1 %
No spawns on map.
No zombie drops.
PBS NPC DD Dumpster
PBS NPC Snuffy
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 (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51112 Nerd rare 9.09 % 10
51416 PBS T4Mats 7.41 % 14
51422 PBS T5Mats 5.33 % 19
51429 PBS T6Mats 4.39 % 34
51436 PBS T7Mats 3.70 % 34
51414 PBS T4 1.78 % 29
51192 PBS CarbonFiber 1.65 % 25
51110 Nerd 1.36 % 20
51420 PBS T5 1.17 % 48
51413 PBS T3 0.89 % 36
51427 PBS T6 0.88 % 74
51434 PBS T7 0.74 % 81
51109 Mattress 0.08 % 236
How loot works in Unturned Sections that apply to this supply 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.).

Dead Drop
Run by PBS NPC DD Dumpster
You give
White Filament Spool ×1
You get
10 Exp
Snuffy's Supplies
Run by PBS NPC Snuffy
You give
White Filament Spool ×1
You get
10 Exp
FilamentWB.dat
GUID 0504e5e4989e4e50861627545f7f3582
Type Supply
Rarity Uncommon
ID 51006

Size_X 2
Size_Y 1
Size_Z 0.25

Blueprints 6
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51006
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51011
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51006
Blueprint_1_Product 51028
Blueprint_1_Products 4
Blueprint_1_Build 27

Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 51006
Blueprint_2_Product 51007
Blueprint_2_Products 1
Blueprint_2_Build 27
Blueprint_3_Type Tool
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 51006
Blueprint_3_Product 51008
Blueprint_3_Products 1
Blueprint_3_Build 27
Blueprint_4_Type Tool
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 51006
Blueprint_4_Product 51009
Blueprint_4_Products 1
Blueprint_4_Build 27
Blueprint_5_Type Tool
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 51006
Blueprint_5_Product 51010
Blueprint_5_Products 1
Blueprint_5_Build 27

Actions 6
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Stack ▲
Action_0_Tooltip Stack 4 to a stack.
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Unstack ▼
Action_1_Tooltip Unstack to 4 scrap.

Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Text Recolor Red ▶
Action_2_Tooltip Recolor to Red.
Action_3_Type Blueprint
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 3
Action_3_Text Recolor Orange ▶
Action_3_Tooltip Recolor to Orange.
Action_4_Type Blueprint
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 4
Action_4_Text Recolor Green ▶
Action_4_Tooltip Recolor to Green.
Action_5_Type Blueprint
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 5
Action_5_Text Recolor Blue ▶
Action_5_Tooltip Recolor to Blue.