1×1 (1)

Inventory size

20

Stack size

12

Blueprints

12 blueprints
Ammo
Gear
Cook lvl.1
10 x
+
6 x
+
4 x
=
4 x
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Gear
=
4 x
How loot works in Unturned Sections that apply to this supply 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.
79257_7.92x57mm_Mauser_FMJ_20pcs_Ammo_Pack.dat
GUID 180208defd6640bab570df1696be61fa


Type Supply
Rarity Epic
ID 36232

Size_X 1
Size_Y 1
Size_Z 0.45

Amount 20
Count_Min 13
Count_Max 20

Blueprints 2
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 36232
Blueprint_0_Build 30

Blueprint_1_Type Gear
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 67
Blueprint_1_Supply_0_Amount 10
//材料↑
Blueprint_1_Supply_1_ID 38082
Blueprint_1_Supply_1_Amount 6
//弹壳↑
Blueprint_1_Supply_2_ID 38080
Blueprint_1_Supply_2_Amount 4
//火药↑
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36232
Blueprint_1_Output_0_Amount 4
//子弹ID↑
Blueprint_1_Level 1
Blueprint_1_Skill Cook
Blueprint_1_Tool 38091
Blueprint_1_Tool_Critical
Blueprint_1_Build 27