1×1 (1)

Inventory size

Berry Burst Soda 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.
Canned Drinks 0 28.6 %
Vendor Snacks 0 19.0 %
KM Water 14.3 %
KM Consumables 7.1 %
Kitchen Food Water 5.7 %
Dufflebags Snacks 4.8 %
School Snacks 0 4.6 %
School Lockers 0 2.0 %
Civilian Kitchen Proper 1.7 %
Corner Store 0 1.5 %
School Proper 0 1.5 %
Dufflebags 0 1.4 %
School Locker 0 0.8 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Cooler #1 4.6%
Dufflebag #1 1.4%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21909 SB Canned Drinks 0 28.57 % 4
21904 SB Vendor Snacks 0 19.05 % 6
22186 SB KM Water 14.29 % 8
22187 SB KM Consumables 7.14 % 12
21906 SB Kitchen Food Water 5.71 % 7
22277 SB Dufflebags Snacks 4.76 % 13
21860 SB School Snacks 0 4.57 % 14
22136 SB School Lockers 0 1.96 % 30
21900 SB Civilian Kitchen Proper 1.68 % 18
21929 SB Corner Store 0 1.52 % 22
21861 SB School Proper 0 1.52 % 30
22276 SB Dufflebags 0 1.35 % 31
22182 SB School Locker 0 0.76 % 30
How loot works in Unturned Sections that apply to this water 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_Soda_0.dat
GUID 8b87f319a60e4edf805e5a17dd4c2e8e
Type Water
Useable Consumeable
Rarity Uncommon
ID 22180

Can_Use_Underwater False
Equipable_Movement_Speed_Multiplier 0.9

Size_X 1
Size_Y 1
Size_Z 0.4

Use_Auto_Stat_Descriptions False
// 9 water 70 energy 1 food
Quest_Rewards 13
Quest_Reward_0_Type Player_Life_Water
Quest_Reward_0_Value 2
Quest_Reward_0_GrantDelaySeconds 1

Quest_Reward_1_Type Player_Life_Water
Quest_Reward_1_Value 2
Quest_Reward_1_GrantDelaySeconds 2

Quest_Reward_2_Type Player_Life_Water
Quest_Reward_2_Value 2
Quest_Reward_2_GrantDelaySeconds 3

Quest_Reward_3_Type Player_Life_Water
Quest_Reward_3_Value 2
Quest_Reward_3_GrantDelaySeconds 4

Quest_Reward_4_Type Player_Life_Water
Quest_Reward_4_Value 1
Quest_Reward_4_GrantDelaySeconds 5

Quest_Reward_5_Type Player_Life_Stamina
Quest_Reward_5_Value 14
Quest_Reward_5_GrantDelaySeconds 1

Quest_Reward_6_Type Player_Life_Stamina
Quest_Reward_6_Value 14
Quest_Reward_6_GrantDelaySeconds 2

Quest_Reward_7_Type Player_Life_Stamina
Quest_Reward_7_Value 14
Quest_Reward_7_GrantDelaySeconds 3

Quest_Reward_8_Type Player_Life_Stamina
Quest_Reward_8_Value 14
Quest_Reward_8_GrantDelaySeconds 4

Quest_Reward_9_Type Player_Life_Stamina
Quest_Reward_9_Value 14
Quest_Reward_9_GrantDelaySeconds 5

Quest_Reward_10_Type Player_Life_Food
Quest_Reward_10_Value 1
Quest_Reward_10_GrantDelaySeconds 1

Quest_Reward_11_Type Player_Life_Food
Quest_Reward_11_Value 1
Quest_Reward_11_GrantDelaySeconds 2

Quest_Reward_12_Type Player_Life_Food
Quest_Reward_12_Value 1
Quest_Reward_12_GrantDelaySeconds 3

Quality_Min 53
Quality_Max 99

ConsumeAudioClip Sounds/Consumables/SB_Drink_Can.ogg