2×2 (4)
Inventory size
7,050 HP
Health
LOW
Armor tier
Roof_Poly
Construct type
Yes
Repairable
Yes
Salvageable
Yes
Needs pillars
Drops on destroy
When this structure 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 structure recovers 1 item of itself. Salvage time is multiplied by ×1.25 (slower than default).
1 × Triangular Concrete Hole
self
Structure
This item doesn't have any blueprints
No blueprints found matching your search.
Triangular Concrete Hole
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
SB BD Armored Hole Triangle
…
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 |
|---|---|---|---|
| 21706 | SB BD Armored Hole Triangle | 100.00 % | 1 |
How loot works in Unturned
Sections that apply to this structure 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_Armored_Hole_Triangle.dat
GUID 911e9af5d18c4f45af950be874ebb4c1
Type Structure
Armor_Tier Low
Rarity Epic
Useable Structure
Construct Roof_Poly
ID 22063
Size_X 2
Size_Y 2
Size_Z 0.325
SalvageItem 911e9af5d18c4f45af950be874ebb4c1
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy 66debaa84ba249fe87a26c98c7727c81
Salvage_Duration_Multiplier 1.25
Health 7050
Range 9
Explosion 21596
PlacementAudioClip Sounds/Placing/Structures/Concrete_Place.ogg
// Blueprints 2
// Blueprint_0_Searchable False
// Blueprint_1_Searchable False
// Blueprint_0_Type Structure
// Blueprint_0_Supplies 1
// Blueprint_0_Supply_0_ID 21740
// Blueprint_0_Supply_0_Amount 2
// Blueprint_0_Outputs 1
// Blueprint_0_Output_0_ID 22063
// Blueprint_0_Output_0_Amount 1
// Blueprint_0_Tool 21594
// Blueprint_0_Tool_Critical
// Blueprint_0_Build 27
// Blueprint_1_Type Structure
// Blueprint_1_Supplies 1
// Blueprint_1_Supply_0_ID 22063
// Blueprint_1_Supply_0_Amount 1
// Blueprint_1_Outputs 1
// Blueprint_1_Output_0_ID 21740
// Blueprint_1_Output_0_Amount 2
// Blueprint_1_Tool 21778
// Blueprint_1_Tool_Critical
// Blueprint_1_Build 21599
Has_Clip_Prefab false
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>.