1×2 (2)

Inventory size

+5%

Water

+5%

Food

+10

Night vision

2 blueprints
Tool
+
+
=
Gear
4 x
+
=
Glue 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.
Construction mat 2 26.7 %
Construction mat 1 25.0 %
Civilian melees 11.8 %
Construction 10.3 %
PBS T0Mats 10.0 %
Construction refinery 9.8 %
PBS T2Mats 9.1 %
Construction mega 8.3 %
PBS T4Mats 7.4 %
Civilian 5.9 %
PBS T5Mats 5.3 %
PBS T6Mats 4.4 %
PBS T7Mats 3.7 %
Militia melee 2.9 %
PBS FiberglassRod 2.1 %
PBS T0 2.0 %
PBS T1 2.0 %
PBS T2 2.0 %
PBS WoodenRod 1.9 %
PBS T3 1.9 %
PBS T4 1.8 %
PBS CarbonFiber 1.6 %
PBS T5 1.2 %
PBS T6 0.9 %
PBS T7 0.7 %
Militia 0.5 %
Mattress 0.4 %
Den 0.3 %
Prisoner 0.0 %
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 (29)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51063 Construction mat 2 26.67 % 10
51062 Construction mat 1 25.00 % 4
51129 Civilian melees 11.76 % 10
51060 Construction 10.33 % 29
51402 PBS T0Mats 10.00 % 6
51066 Construction refinery 9.82 % 29
51409 PBS T2Mats 9.09 % 11
51067 Construction mega 8.34 % 30
51416 PBS T4Mats 7.41 % 14
51125 Civilian 5.88 % 108
51422 PBS T5Mats 5.33 % 19
51429 PBS T6Mats 4.39 % 34
51436 PBS T7Mats 3.70 % 34
51121 Militia melee 2.94 % 28
51191 PBS FiberglassRod 2.14 % 22
51400 PBS T0 2.00 % 19
51406 PBS T1 2.00 % 26
51407 PBS T2 2.00 % 25
51190 PBS WoodenRod 1.92 % 16
51413 PBS T3 1.89 % 36
51414 PBS T4 1.78 % 29
51192 PBS CarbonFiber 1.65 % 25
51420 PBS T5 1.17 % 48
51427 PBS T6 0.88 % 74
51434 PBS T7 0.74 % 81
51115 Militia 0.53 % 130
51109 Mattress 0.35 % 236
51310 Den 0.28 % 140
51080 Prisoner 0.03 % 132
How loot works in Unturned Sections that apply to this water 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.
Glue.dat
GUID ab6772bda536483193356c3e0ae2cb01
// Type Supply
Type Water
Useable Consumeable
ID 51313

Size_X 1
Size_Y 2
Size_Z 0.35

Food 5
Water 5
Vision 10
ConsumeAudioClip core.masterbundle:Sounds/DrinkSwallow.mp3