1×1 (1)

Inventory size

25 HP

Health

LOW

Armor tier

Barricade

Build material

Yes

Repairable

Yes

Salvageable

Drops on destroy

When this barricade is destroyed (by explosives, melee, or admin damage), the game drops 1 item at its location.

Drops 1 item (item not in this origin's index).
Salvage

Holding the salvage key on this placed barricade recovers 1 item of itself. Salvage time is multiplied by ×0.03 (faster than default).

1 × Blue Extract self
Barricade
2 blueprints
-
+
3 x
+
4 x
+
=
2 x
-
3 x
=
Blue Extract Where to find this Item
100%
Limestone map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
BD Herb Bottle Blue 100.0 %
Herb Bottles 33.3 %
T Park Meds 0 9.1 %
Medical Supplies 2.0 %
T Park Supplies 0 0.8 %
T Park Proper 0 0.5 %
Medical Duffles 0 0.5 %
Medical Center 0 0.3 %
Crate Drops Supplies 0.2 %
Scrounger drops 0 0.1 %
Crate Drops Mix 0.1 %
Doctor Note 0 0.1 %
Crate Drops Weaponry 0.0 %
Crate Drops Clothes 0.0 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Dufflebag #2 [Medical] 0.5%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (14)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21631 SB BD Herb Bottle Blue 100.00 % 1
22115 SB Herb Bottles 33.33 % 3
22169 SB T Park Meds 0 9.09 % 6
22111 SB Medical Supplies 1.96 % 6
22172 SB T Park Supplies 0 0.83 % 53
22171 SB T Park Proper 0 0.50 % 83
22116 SB Medical Duffles 0 0.49 % 19
21928 SB Medical Center 0 0.28 % 23
22162 SB Crate Drops Supplies 0.15 % 67
22275 SB Scrounger drops 0 0.09 % 81
22149 SB Crate Drops Mix 0.08 % 179
22338 SB Doctor Note 0 0.07 % 25
22147 SB Crate Drops Weaponry 0.02 % 157
22148 SB Crate Drops Clothes 0.02 % 89
How loot works in Unturned Sections that apply to this barricade 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.
SB_Herb_Bottle_Blue.dat
GUID 2d1112f125304c038e9aa1d9094064e0
Type Barricade
Armor_Tier Low
Rarity uncommon
Useable Barricade
Build Barricade
ID 21589
Size_Z 0.39
Use_Auto_Icon_Measurements False

SalvageItem 2d1112f125304c038e9aa1d9094064e0
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy e62b3fdfe5344d03b5801cb34f79539e

Health 25
Range 5
Radius 0.15
Offset 0.3

Explosion 21508
Vulnerable

PlacementAudioClip Sounds/Placing/BottlePlacement.ogg

Salvage_Duration_Multiplier 0.025
Has_Clip_Prefab False
Bypass_Pickup_Ownership True