2×2 (4)

Inventory size

7 m

Blast radius

5 HP

Health (placed)

No

Repairable

Damage
Combat damage
Player 250
Zombie 2000
Animal 700
Other damage
Barricade 0
Structure 0
Vehicle 2000
Resource 1700
Object 1300
2 blueprints
-
+
+
=
-
6 x
+
+
3 x
+
=
How loot works in Unturned Sections that apply to this charge 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_Demolition_Charge_0.dat
GUID 8802b7ba989444f2bff338a0629bf643
Type Charge
Rarity Legendary
Useable Barricade
Build Charge
ID 21783

Size_X 2
Size_Y 2
Size_Z 0.36

Use_Auto_Stat_Descriptions False

Health 5
Range 5
Offset 0.1

Player_Damage 250
Zombie_Damage 2000
Animal_Damage 700
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 2000
Resource_Damage 1700
Object_Damage 1300

Bypass_Pickup_Ownership True
Explosion_Launch_Speed 30

Range2 7
Explosion2 21755

Explosion 21508
Vulnerable
Unrepairable
Proof_Explosion

Has_Clip_Prefab false

Blueprints
[
	{
		CategoryTag "fc3f8cbc959e4cac8eeb615a2e7ecb68" // Explosives
		InputItems
		[
			{
				ID this
			}
			{
				ID "c5f198d2ac4949068db5e01db18d8a1f" // Glue
			}
			{
				ID "dad32bfc2c2b48e08e9a73ad904968e9" // Detonator
				Delete false
			}
		]
		OutputItems "c1d965e077e84cd4a5afeb2efb568dd5" // Breaching Charge
		RequiresNearbyCraftingTags
		[
			"8ab2f3c830e84318b86167386661f7bf" // Rewire Kit
		]
		Effect "5cb1b3041a47403c90ab0e8269dba17f" // SB_Explosives_Craft_00
		Map Limestone
	}
	{
		CategoryTag "fc3f8cbc959e4cac8eeb615a2e7ecb68" // Explosives
		InputItems
		[
			{
				ID "e604ac59e9e24d55b409c0ce056b2b18" // Explos
				Amount 6
			}
			{
				ID "b9d1b2ab815c47c3a7f1e538b45c73eb" // GPS
				Amount 1
			}
			{
				ID "3bc475f095014f3cb548ae9dc003cbe8" // Electronics
				Amount 3
			}
			{
				ID "e5442dd474c84923b35c921500388023" // Battery
				Amount 1
			}
		]
		OutputItems
		[
			{
				ID this
				Amount 1
			}
		]
		RequiresNearbyCraftingTags
		[
			"8ab2f3c830e84318b86167386661f7bf" // Rewire Kit
		]
		Effect "5cb1b3041a47403c90ab0e8269dba17f" // SB_Explosives_Craft_00
		Map Limestone
	}
]

Salvage_Duration_Multiplier 0.2

InspectAudioDef Sounds/Inspects/ChargeInspect.asset
EquipAudioClip Sounds/Equips/EquipCharge.ogg
PlacementAudioClip Sounds/Placing/ChargePlacement.wav

PlacementPreviewPrefab I/Plc/Raiding/SB_Demolition_Charge_0/Preview.prefab