3×3 (9)
Inventory size
5,600 HP
Health
LOW
Armor tier
Door
Build material
Yes
Repairable
Yes
Salvageable
Drops on destroy
When this barricade is destroyed (by explosives, melee, or admin damage), the game drops 6-11 items at its location.
Drops 6-11 items (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 ×1.25 (slower than default).
1 × Reinforced 2x2 Gate
self
Barricade
2 blueprints
No blueprints found matching your search.
Reinforced 2x2 Gate
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
SB BD 2x2 Gate
…
100.0 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(1)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 21716 | SB BD 2x2 Gate | 100.00 % | 1 |
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_2x2_Gate.dat
GUID 37cf29a99c104dc6b094ba362beef53e
Type Barricade
Rarity Epic
Useable Barricade
Build Door
Armor_Tier Low
ID 22140
Size_X 3
Size_Y 3
Size_Z 0.65
Radius 1.5
Offset 1.25
SalvageItem 37cf29a99c104dc6b094ba362beef53e
Min_Items_Dropped_On_Destroy 6
Max_Items_Dropped_On_Destroy 11
Item_Dropped_On_Destroy 66debaa84ba249fe87a26c98c7727c81
Salvage_Duration_Multiplier 1.25
Health 5600
Range 8
Locked
Explosion 21596
PlacementAudioClip Sounds/Placing/Structures/Concrete_Place.ogg
Blueprints
[
{
CategoryTag "a71ff3709f924ce1a08f31c8af2db273" // J_Doors
InputItems
[
{
ID "d9754ca04fb042d3a61b05710fc65e0d" // Reinforced Concrete
Amount 12
}
{
ID "9f40de56c8dd406297fe86c68e2d07f6" // Steel
Amount 3
}
{
ID "ea0d5f936be749d383c9b177bc763a0d" // Stack Of Electronics
Amount 2
}
]
OutputItems this
Effect "84347b13028340b8976033c08675d458" // Wrench
RequiresNearbyCraftingTags
[
"4ad3d065743747f2b34c484dcf7fa85a" // Advanced Tools
]
Skill Craft
Skill_Level 3
Map Limestone
}
{
CategoryTag "c27d27e27ae14977b2c5e2dbf9610a2f" // Hacksaw
InputItems
[
{
ID this
Critical true
}
{
ID "73a33e3947214a48aff22fe8ad8ce938" // Hacksaw
Delete false
}
]
OutputItems
[
{
ID "d9754ca04fb042d3a61b05710fc65e0d" // Reinforced Concrete
Amount 12
}
{
ID "9f40de56c8dd406297fe86c68e2d07f6" // Steel
Amount 3
}
{
ID "ea0d5f936be749d383c9b177bc763a0d" // Stack Of Electronics
Amount 2
}
]
Searchable false
Effect "7f49d74007b84db3baf29908f3af2a92" // SB_Hacksaw_0
Skill Repair
Skill_Level 3
Map Limestone
}
]
Has_Clip_Prefab false
Allow_Collision_While_Animating True