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14

Blueprints

14 blueprints
Utilities
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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.
Chess_Black_1.dat
GUID 18bed007851a40f0bf9e1878cd457672
Type Supply
ID 47204

Size_X 1
Size_Y 1
Size_Z 0.17

Blueprints 7
Blueprint_0_Type Utilities
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 47204
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 47215
Blueprint_0_Output_0_Amount 1
Blueprint_0_Output_1_ID 47296
Blueprint_0_Output_1_Amount 1
Blueprint_0_Build 27

Blueprint_1_Type Utilities
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 47204
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 47215
Blueprint_1_Output_0_Amount 1
Blueprint_1_Output_1_ID 47297
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27

Blueprint_2_Type Utilities
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 47204
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 47215
Blueprint_2_Output_0_Amount 1
Blueprint_2_Output_1_ID 47298
Blueprint_2_Output_1_Amount 1
Blueprint_2_Build 27

Blueprint_3_Type Utilities
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 47204
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 47215
Blueprint_3_Output_0_Amount 1
Blueprint_3_Output_1_ID 47299
Blueprint_3_Output_1_Amount 1
Blueprint_3_Build 27

Blueprint_4_Type Utilities
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 47204
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Outputs 2
Blueprint_4_Output_0_ID 47215
Blueprint_4_Output_0_Amount 1
Blueprint_4_Output_1_ID 47300
Blueprint_4_Output_1_Amount 1
Blueprint_4_Build 27

Blueprint_5_Type Utilities
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 47204
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Outputs 2
Blueprint_5_Output_0_ID 47215
Blueprint_5_Output_0_Amount 1
Blueprint_5_Output_1_ID 47301
Blueprint_5_Output_1_Amount 1
Blueprint_5_Build 27

Blueprint_6_Type Utilities
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 47204
Blueprint_6_Supply_0_Amount 1
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 67
Blueprint_6_Supply_1_Amount 1
Blueprint_6_Outputs 7
Blueprint_6_Output_0_ID 47215
Blueprint_6_Output_0_Amount 1
Blueprint_6_Output_1_ID 47296
Blueprint_6_Output_1_Amount 8
Blueprint_6_Output_2_ID 47297
Blueprint_6_Output_2_Amount 2
Blueprint_6_Output_3_ID 47298
Blueprint_6_Output_3_Amount 2
Blueprint_6_Output_4_ID 47299
Blueprint_6_Output_4_Amount 2
Blueprint_6_Output_5_ID 47300
Blueprint_6_Output_5_Amount 1
Blueprint_6_Output_6_ID 47301
Blueprint_6_Output_6_Amount 1
Blueprint_6_Build 27

Actions 7
Action_0_Type Blueprint
Action_0_Source 47204
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Take Pawn
Action_0_Tooltip Take a pawn piece.

Action_1_Type Blueprint
Action_1_Source 47204
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Take Knight
Action_1_Tooltip Take a knight piece.

Action_2_Type Blueprint
Action_2_Source 47204
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Text Take Bishop
Action_2_Tooltip Take a bishop piece.

Action_3_Type Blueprint
Action_3_Source 47204
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 3
Action_3_Text Take Rook
Action_3_Tooltip Take a rook piece.

Action_4_Type Blueprint
Action_4_Source 47204
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 4
Action_4_Text Take Queen
Action_4_Tooltip Take a queen piece.

Action_5_Type Blueprint
Action_5_Source 47204
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 5
Action_5_Text Take King
Action_5_Tooltip Take a king piece.

Action_6_Type Blueprint
Action_6_Source 47204
Action_6_Blueprints 1
Action_6_Blueprint_0_Index 6
Action_6_Text Take All Pieces
Action_6_Tooltip Take all 16 chess pieces. (Requires 1 Metal Scrap)

Use_Auto_Icon_Measurements false