How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
| Spawn Id | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 7028 | Militia Kuwait Magazine | 33.33 % | 3 |
| 7278 | 7278 Kuwait Ranger Yaeger | 5.80 % | 26 |
| 7025 | Militia Kuwait | 5.13 % | 28 |
| 7030 | High Militia Kuwait | 4.76 % | 18 |
| 7277 | 7277 Kuwait Grant All | 3.86 % | 52 |
| 7160 | Kuwait Sand Pile | 0.47 % | 49 |
GUID 1f1aed8b7a3c4864aebb76be95712d65
Type Magazine
Rarity Rare
ID 5045
Size_X 1
Size_Y 1
Size_Z 0.25
Amount 15
Count_Min 5
Count_Max 10
Calibers 1
Caliber_0 31
Tracer 48
Blueprints 3
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 119
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5045
Blueprint_1_Build 30
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 5149
Blueprint_2_Build 30
Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Magazines/Teklowvka_15