2×2 (4)
Inventory size
20 (5×4)
Storage slots
200 HP
Health
LOW
Armor tier
Storage
Build material
Yes
Repairable
Yes
Salvageable
Drops on destroy
When this storage 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 storage recovers 1 item of itself. Salvage time is multiplied by ×0.3 (faster than default).
1 × Antique Drawer
self
Storage
Antique Drawer
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
SB BD Antique Drawer 0
…
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 |
|---|---|---|---|
| 22281 | SB BD Antique Drawer 0 | 100.00 % | 1 |
How loot works in Unturned
Sections that apply to this storage 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_Antique_Drawer_0.dat
GUID 82d17bdc8c2e411fb8b6983f33b16638
Type Storage
Rarity Rare
Useable Barricade
Build Storage
ID 22894
Size_Y 2
Size_X 2
Size_Z 0.4
Use_Auto_Icon_Measurements False
SalvageItem 82d17bdc8c2e411fb8b6983f33b16638
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy e9a945260100484e996a46ef3ac2b76e
Armor_Tier Low
Health 200
Range 5
Radius 0.5
Offset 0.6
Vulnerable
Salvage_Duration_Multiplier 0.3
Storage_X 5
Storage_Y 4
Should_Close_When_Outside_Range true
Has_Clip_Prefab false
Explosion 21612
PlacementAudioClip Sounds/Placing/WoodenPlacement.ogg
Blueprints
[
{
CategoryTag "03a3ce342d984e79a9d67171f09c5fe1" // Storage
InputItems
[
"5a74110253124ba8a9fa6b098379d4a2 x 2" // Driftwood
"4252523ccc4d4026be88471f80b8b848 x 3" // Metal
]
OutputItems this
Searchable false
Effect "84347b13028340b8976033c08675d458" // Wrench
Map Limestone
}
{
CategoryTag "c27d27e27ae14977b2c5e2dbf9610a2f" // Hacksaw
InputItems
[
{
ID this
Critical true
}
{
ID "73a33e3947214a48aff22fe8ad8ce938" // Hacksaw
Delete false
}
]
OutputItems
[
"5a74110253124ba8a9fa6b098379d4a2 x 2" // Driftwood
"4252523ccc4d4026be88471f80b8b848 x 3" // Metal
]
Searchable false
Effect "7f49d74007b84db3baf29908f3af2a92" // SB_Hacksaw_0
Map Limestone
}
]
Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link 0
Action_0_Text Scrap
Action_0_Tooltip Turn into components.