1×1 (1)

Inventory size

14

Blueprints

14 blueprints
Supply
Supply
2 x
=
Supply
Supply
2 x
=
Supply
Supply
2 x
=
Supply
Supply
2 x
=
Supply
Supply
2 x
=
Gear
10 x
=
Gear
=
10 x
Furniture
Utilities
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.
Hay.dat
GUID 53c3ac2810e147c48bfb9f203c547d19
Type Supply
ID 42233

Size_X 1
Size_Y 1
Size_Z 0.68

Actions 2
Action_0_Type Blueprint
Action_0_Source 42232
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Craft_Seed

Action_1_Type Blueprint
Action_1_Source 42234
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Text Stacking
Action_1_Tooltip Stacking 10 Hay.

Blueprints 10
Blueprint_0_Type Supply
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 42233
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Tool 41105
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 470
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 47105

Blueprint_1_Type Supply
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 42233
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Tool 41105
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 41104
Blueprint_1_Output_0_Amount 1
Blueprint_1_Build 47105

Blueprint_2_Type Supply
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 42233
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Tool 41161
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 462
Blueprint_2_Output_0_Amount 1
Blueprint_2_Build 47102

Blueprint_3_Type Supply
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 42233
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Tool 41161
Blueprint_3_Outputs 1
Blueprint_3_Output_0_ID 41160
Blueprint_3_Output_0_Amount 1
Blueprint_3_Build 47106

Blueprint_4_Type Supply
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 42233
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Tool 41171
Blueprint_4_Outputs 1
Blueprint_4_Output_0_ID 41190
Blueprint_4_Output_0_Amount 1
Blueprint_4_Build 47107

Blueprint_5_Type Supply
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 42233
Blueprint_5_Supply_0_Amount 2
Blueprint_5_Tool 41171
Blueprint_5_Outputs 1
Blueprint_5_Output_0_ID 41170
Blueprint_5_Output_0_Amount 1
Blueprint_5_Build 47107

Blueprint_6_Type Supply
Blueprint_6_Supplies 1
Blueprint_6_Supply_0_ID 42233
Blueprint_6_Supply_0_Amount 1
Blueprint_6_Tool 41117
Blueprint_6_Outputs 1
Blueprint_6_Output_0_ID 41118
Blueprint_6_Output_0_Amount 1
Blueprint_6_Build 47111

Blueprint_7_Type Supply
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 42233
Blueprint_7_Supply_0_Amount 2
Blueprint_7_Tool 41117
Blueprint_7_Outputs 1
Blueprint_7_Output_0_ID 41116
Blueprint_7_Output_0_Amount 1
Blueprint_7_Build 47108

Blueprint_8_Type Supply
Blueprint_8_Supplies 1
Blueprint_8_Supply_0_ID 42233
Blueprint_8_Supply_0_Amount 1
Blueprint_8_Tool 41142
Blueprint_8_Outputs 1
Blueprint_8_Output_0_ID 41132
Blueprint_8_Output_0_Amount 1
Blueprint_8_Build 47102

Blueprint_9_Type Supply
Blueprint_9_Supplies 1
Blueprint_9_Supply_0_ID 42233
Blueprint_9_Supply_0_Amount 2
Blueprint_9_Tool 41142
Blueprint_9_Outputs 1
Blueprint_9_Output_0_ID 41141
Blueprint_9_Output_0_Amount 1
Blueprint_9_Build 47109

Use_Auto_Icon_Measurements false