1×1 (1)

Inventory size

5 HP

Health

LOW

Armor tier

Spot

Build material

Yes

Repairable

Yes

Salvageable

Drops on destroy

When this barricade is destroyed (by explosives, melee, or admin damage), the game drops 1-4 items at its location.

Drops 1-4 items (item not in this origin's index).
Salvage

Holding the salvage key on this placed barricade recovers 1 item.

1 × Lightbulb
Supply
21 blueprints
Utilities
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Utilities
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Utilities
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Utilities
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Utilities
Utilities
Barricade
Utilities
Barricade
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
Utilities
How loot works in Unturned Sections that apply to this barricade 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.
Rio_Lamp_Floor.dat
GUID 655646221161477797a93bc81f715cc8
Type Barricade
Rarity Uncommon
Useable Barricade
Build Spot
ID 33288

Size_X 1
Size_Y 1
Size_Z 0.25

Health 5
Range 4
Offset 0.122

Explosion 36
Vulnerable

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 6

Blueprints 6

// Electrical
Blueprint_0_Type Utilities
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 33035
Blueprint_0_Supply_1_ID 33003
Blueprint_0_Supply_2_ID 33970
Blueprint_0_Supply_2_Critical
Blueprint_0_Tool 33112
Blueprint_0_Build 27

Blueprint_0_Conditions 3
// Does not have architect almanac
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 33972
Blueprint_0_Condition_0_Amount 1
Blueprint_0_Condition_0_Logic Less_Than
// Does not have encyclopedia
Blueprint_0_Condition_1_Type Item
Blueprint_0_Condition_1_ID 33976
Blueprint_0_Condition_1_Amount 1
Blueprint_0_Condition_1_Logic Less_Than
// Has not memorized
Blueprint_0_Condition_2_Type Flag_Bool
Blueprint_0_Condition_2_ID 39514
Blueprint_0_Condition_2_Value False
Blueprint_0_Condition_2_Logic Equal
Blueprint_0_Condition_2_Allow_Unset

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID 6152b8a1159c4d9a9f6786ff19db811d
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID e22ea35dd9584908a5cd90ac1bd11065



// Almanac
Blueprint_1_Type Utilities
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33035
Blueprint_1_Supply_1_ID 33003
Blueprint_1_Supply_2_ID 33972
Blueprint_1_Supply_2_Critical
Blueprint_1_Tool 33112
Blueprint_1_Build 27

Blueprint_1_Conditions 2
// Does not have encyclopedia
Blueprint_1_Condition_0_Type Item
Blueprint_1_Condition_0_ID 33976
Blueprint_1_Condition_0_Amount 1
Blueprint_1_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_1_Condition_1_Type Flag_Bool
Blueprint_1_Condition_1_ID 39514
Blueprint_1_Condition_1_Value False
Blueprint_1_Condition_1_Logic Equal
Blueprint_1_Condition_1_Allow_Unset

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID 5990a24ee0b84089a9fbe375f197c86f
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID e22ea35dd9584908a5cd90ac1bd11065



// Encyclopedia
Blueprint_2_Type Utilities
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 33035
Blueprint_2_Supply_1_ID 33003
Blueprint_2_Supply_2_ID 33976
Blueprint_2_Supply_2_Critical
Blueprint_2_Tool 33112
Blueprint_2_Build 27

Blueprint_2_Conditions 1
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39514
Blueprint_2_Condition_0_Value False
Blueprint_2_Condition_0_Logic Equal
Blueprint_2_Condition_0_Allow_Unset

Blueprint_2_Rewards 2
// Memorizer Flag + Book
Blueprint_2_Reward_0_Type Rewards_List_Asset
Blueprint_2_Reward_0_GUID 922103cbbe69434aaa5cf8a602095597
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID e22ea35dd9584908a5cd90ac1bd11065



// Memorized
Blueprint_3_Type Utilities
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 33035
Blueprint_3_Supply_1_ID 33003
Blueprint_3_Tool 33112
Blueprint_3_Build 27

Blueprint_3_Conditions 1
// Memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39514
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal



// Salvage 
Blueprint_4_Type Utilities
Blueprint_4_Supply_0_ID 33288
Blueprint_4_Outputs 2
Blueprint_4_Output_0_ID 33003
Blueprint_4_Output_1_ID 33031
Blueprint_4_Build 27



// Make rough cagelight (wall lamp)
Blueprint_5_Type Utilities
Blueprint_5_Supply_0_ID 33288
Blueprint_5_Supply_0_Critical
Blueprint_5_Product 33281
Blueprint_5_Build 27

Item_Dropped_On_Destroy d6ba147830374c718c78105599f7941c
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 4
SalvageItem 53133ccf68934565816f2cc235979b49

PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false