1×1 (1)

Inventory size

84

Blueprints

84 blueprints
Tool
4 x
=
Tool
4 x
=
Tool
4 x
=
Tool
4 x
=
Tool
4 x
=
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
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2 x
Tool
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2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
Tool
=
2 x
2 x
Tool
=
2 x
2 x
Tool
4 x
+
4 x
+
2 x
+
=
Tool
=
2 x
2 x
Tool
=
2 x
2 x
Tool
Craft lvl.0
+
+
4 x
+
4 x
+
2 x
=
Tool
=
8 x
Tool
=
2 x
Tool
=
4 x
Furniture
4 x
+
4 x
=
Tool
Craft lvl.0
+
+
4 x
+
4 x
+
6 x
+
+
=
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
+
2 x
+
4 x
=
Apparel
=
4 x
Tool
Tool
=
4 x
Tool
=
4 x
Tool
=
4 x
Tool
=
4 x
Tool
=
4 x
Tool
=
3 x
Tool
+
+
4 x
=
Tool
+
+
4 x
=
Tool
=
4 x
Tool
=
2 x
Tool
=
4 x
Tool
=
8 x
Tool
+
+
+
+
2 x
+
4 x
=
Tool
=
4 x
3 x
3 x
Tool
=
4 x
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Tool
2 x
+
+
4 x
=
4 x
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Apparel
=
2 x
2 x
Repair
0%
+
2 x
+
2 x
=
100%
Plastic Scrap 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.
PBS T0Mats 20.0 %
Construction mat 1 12.5 %
PBS T2Mats 9.1 %
PBS T0 4.0 %
PBS WoodenRod 3.8 %
PBS T1 3.0 %
Construction 2.5 %
Construction refinery 2.4 %
PBS FiberglassRod 2.1 %
Construction mega 2.0 %
PBS T2 2.0 %
PBS T3 1.0 %
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
51402 PBS T0Mats 20.00 % 6
51062 Construction mat 1 12.50 % 4
51409 PBS T2Mats 9.09 % 11
51400 PBS T0 4.00 % 19
51190 PBS WoodenRod 3.85 % 16
51406 PBS T1 3.00 % 26
51060 Construction 2.50 % 29
51066 Construction refinery 2.38 % 29
51191 PBS FiberglassRod 2.14 % 22
51067 Construction mega 2.02 % 30
51407 PBS T2 2.00 % 25
51413 PBS T3 1.00 % 36
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.
PlasticScraps.dat
GUID 3f393b35dc22447b8582e6cfa9d185cf
Type Supply
ID 51028

Size_X 1
Size_Y 1
Size_Z 0.45

Blueprints 5
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51028
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51006
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51028
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 51007
Blueprint_1_Output_0_Amount 1
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 51028
Blueprint_2_Supply_0_Amount 4
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 51008
Blueprint_2_Output_0_Amount 1
Blueprint_2_Build 27
Blueprint_3_Type Tool
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 51028
Blueprint_3_Supply_0_Amount 4
Blueprint_3_Outputs 1
Blueprint_3_Output_0_ID 51009
Blueprint_3_Output_0_Amount 1
Blueprint_3_Build 27
Blueprint_4_Type Tool
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 51028
Blueprint_4_Supply_0_Amount 4
Blueprint_4_Outputs 1
Blueprint_4_Output_0_ID 51010
Blueprint_4_Output_0_Amount 1
Blueprint_4_Build 27

Actions 5
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Stack White ▲
Action_0_Tooltip Stack 4 to a filament.
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Stack Red ▲
Action_1_Tooltip Stack 4 to a filament.
Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Text Stack Orange ▲
Action_2_Tooltip Stack 4 to a filament.
Action_3_Type Blueprint
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 3
Action_3_Text Stack Green ▲
Action_3_Tooltip Stack 4 to a filament.
Action_4_Type Blueprint
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 4
Action_4_Text Stack Blue ▲
Action_4_Tooltip Stack 4 to a filament.