3×3 (9)

Inventory size

2,000 HP

Health

LOW

Armor tier

Oil

Build material

Yes

Repairable

Yes

Salvageable

Drops on destroy

When this oil_pump 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 oil_pump recovers 1 item of itself. Salvage time is multiplied by ×0.3 (faster than default).

1 × Pumpjack self
Oil_Pump
2 blueprints
-
Craft lvl.2
+
4 x
+
+
=
-
Repair lvl.2
+
=
4 x
Pumpjack 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.
SB BD Pumpjac 100.0 %
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 (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
22245 SB BD Pumpjac 100.00 % 1
How loot works in Unturned Sections that apply to this oil_pump 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_Pumpjack_0.dat
GUID d0e59599071b42e8863f75a8264f78c5
Type Oil_Pump
Rarity Legendary
Useable Barricade
Build Oil
ID 22783

Size_X 3
Size_Y 3
Size_Z 0.5
Use_Auto_Icon_Measurements False

SalvageItem d0e59599071b42e8863f75a8264f78c5
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy 79a1cfbeb5494669ba45994a9a6e4219

Armor_Tier Low

Health 2000
Range 5
Radius 0.2
Offset 0.2

Vulnerable

Salvage_Duration_Multiplier 0.3

Explosion 21611

Has_Clip_Prefab false

Fuel_Capacity 8000

PlacementAudioClip Sounds/Placing/MetalPlacement.ogg
PlacementPreviewPrefab I/Plc/Power/SB_Pumpjack_0/Preview.prefab

Blueprints
[
	{
		CategoryTag "c109ef62a66248498f8a40a53b2b56af" // Power
		InputItems
		[
			{
				ID "561e858e6ab242e4a610d607b3d5a79a" // Titanium Block
			}
			{
				ID "198611ad4a854338a06391b80bf7c0ec" // Eco Battery
				Amount 4
			}
			{
				ID "0089653fba9c42e5baee2a28ba77932a" // Large Gas Can
			}
			{
				ID "fcbbea1c6a9040ca83f67c311a362225" // Blowtorch
				Delete false
			}
		]
		OutputItems this
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Skill Craft
		Skill_Level 2
		Map Limestone
	}
	{
		CategoryTag "c27d27e27ae14977b2c5e2dbf9610a2f" // Hacksaw
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "73a33e3947214a48aff22fe8ad8ce938" // Hacksaw
				Delete false
			}
		]
		OutputItems
		[
			{
				ID "561e858e6ab242e4a610d607b3d5a79a" // Titanium Block
			}
			{
				ID "198611ad4a854338a06391b80bf7c0ec" // Eco Battery
				Amount 4
			}
			{
				ID "0089653fba9c42e5baee2a28ba77932a" // Large Gas Can
			}
		]
		Searchable false
		Effect "7f49d74007b84db3baf29908f3af2a92" // SB_Hacksaw_0
		Skill Repair
		Skill_Level 2
		Map Limestone
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link
Action_0_Text Scrap
Action_0_Tooltip Scrap with a <color=#4b64fa>Hacksaw</color>.