3×3 (9)

Inventory size

500 HP

Health

LOW

Armor tier

Barricade

Build material

Yes

Repairable

Yes

Salvageable

8 blueprints
Utilities
10 x
+
+
=
Utilities
10 x
+
+
=
Utilities
10 x
+
+
=
Utilities
10 x
+
+
=
Utilities
10 x
+
=
Utilities
10 x
+
=
Utilities
=
5 x
Utilities
3 x
=
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_Plot_Eucalyptus.dat
GUID 2123b216e4e7457d81149e7b9c70673c
Type Barricade
Rarity Rare
Useable Barricade
Build Barricade
ID 33362

Size_X 3
Size_Y 3

Health 500
Range 8
Radius 0.15
Offset 0.375

Explosion 28

Blueprints 8
// Almanac
Blueprint_0_Type Utilities
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 33019
Blueprint_0_Supply_0_Amount 10
Blueprint_0_Supply_1_ID 33046
Blueprint_0_Supply_1_Critical
Blueprint_0_Supply_2_ID 33972
Blueprint_0_Supply_2_Critical
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 33362
Blueprint_0_Output_1_ID 33049
Blueprint_0_Tool 34120
Blueprint_0_Build 36113

Blueprint_0_Conditions 3
// Does not have encyclopedia
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 33976
Blueprint_0_Condition_0_Amount 1
Blueprint_0_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_0_Condition_1_Type Flag_Bool
Blueprint_0_Condition_1_ID 39519
Blueprint_0_Condition_1_Value False
Blueprint_0_Condition_1_Logic Equal
Blueprint_0_Condition_1_Allow_Unset
// Prioritize emptier bags
Blueprint_0_Condition_2_Type Item
Blueprint_0_Condition_2_ID 33047
Blueprint_0_Condition_2_Amount 1
Blueprint_0_Condition_2_Logic Less_Than

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID 4243f85652d24e61a3564e7748ac0b12
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID e9b38c8bde654641bf21056498ad6265



// Almanac
Blueprint_1_Type Utilities
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33019
Blueprint_1_Supply_0_Amount 10
Blueprint_1_Supply_1_ID 33047
Blueprint_1_Supply_1_Critical
Blueprint_1_Supply_2_ID 33972
Blueprint_1_Supply_2_Critical
Blueprint_1_Tool 34120
Blueprint_1_Build 36113

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 39519
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 4243f85652d24e61a3564e7748ac0b12
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID e9b38c8bde654641bf21056498ad6265



// Encyclopedia
Blueprint_2_Type Utilities
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 33019
Blueprint_2_Supply_0_Amount 10
Blueprint_2_Supply_1_ID 33046
Blueprint_2_Supply_1_Critical
Blueprint_2_Supply_2_ID 33976
Blueprint_2_Supply_2_Critical
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 33362
Blueprint_2_Output_1_ID 33049
Blueprint_2_Tool 34120
Blueprint_2_Build 36113

Blueprint_2_Conditions 2
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39519
Blueprint_2_Condition_0_Value False
Blueprint_2_Condition_0_Logic Equal
Blueprint_2_Condition_0_Allow_Unset
// Prioritize emptier bags
Blueprint_2_Condition_1_Type Item
Blueprint_2_Condition_1_ID 33047
Blueprint_2_Condition_1_Amount 1
Blueprint_2_Condition_1_Logic Less_Than

Blueprint_2_Rewards 2
// Memorizer Flag + Book
Blueprint_2_Reward_0_Type Rewards_List_Asset
Blueprint_2_Reward_0_GUID 720a34e28f83431f8c0f57be3eda3512
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID e9b38c8bde654641bf21056498ad6265



// Encyclopedia
Blueprint_3_Type Utilities
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 33019
Blueprint_3_Supply_0_Amount 10
Blueprint_3_Supply_1_ID 33047
Blueprint_3_Supply_1_Critical
Blueprint_3_Supply_2_ID 33976
Blueprint_3_Supply_2_Critical
Blueprint_3_Tool 34120
Blueprint_3_Build 36113

Blueprint_3_Conditions 1
// Has not memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39519
Blueprint_3_Condition_0_Value False
Blueprint_3_Condition_0_Logic Equal
Blueprint_3_Condition_0_Allow_Unset

Blueprint_3_Rewards 2
// Memorizer Flag + Book
Blueprint_3_Reward_0_Type Rewards_List_Asset
Blueprint_3_Reward_0_GUID 720a34e28f83431f8c0f57be3eda3512
// Memorizer Warning
Blueprint_3_Reward_1_Type Rewards_List_Asset
Blueprint_3_Reward_1_GUID e9b38c8bde654641bf21056498ad6265



// Memorized
Blueprint_4_Type Utilities
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 33019
Blueprint_4_Supply_0_Amount 10
Blueprint_4_Supply_1_ID 33046
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 2
Blueprint_4_Output_0_ID 33362
Blueprint_4_Output_1_ID 33049
Blueprint_4_Tool 34120
Blueprint_4_Build 36113

Blueprint_4_Conditions 2
// Memorized
Blueprint_4_Condition_0_Type Flag_Bool
Blueprint_4_Condition_0_ID 39519
Blueprint_4_Condition_0_Value True
Blueprint_4_Condition_0_Logic Equal
// Prioritize emptier bags
Blueprint_4_Condition_1_Type Item
Blueprint_4_Condition_1_ID 33047
Blueprint_4_Condition_1_Amount 1
Blueprint_4_Condition_1_Logic Less_Than



Blueprint_5_Type Utilities
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 33019
Blueprint_5_Supply_0_Amount 10
Blueprint_5_Supply_1_ID 33047
Blueprint_5_Supply_1_Critical
Blueprint_5_Tool 34120
Blueprint_5_Build 36113

Blueprint_5_Conditions 1
// Memorized
Blueprint_5_Condition_0_Type Flag_Bool
Blueprint_5_Condition_0_ID 39519
Blueprint_5_Condition_0_Value True
Blueprint_5_Condition_0_Logic Equal



// Salvage 
Blueprint_6_Type Utilities
Blueprint_6_Supply_0_ID 33362
Blueprint_6_Outputs 2
Blueprint_6_Output_0_ID 33019
Blueprint_6_Output_0_Amount 5
Blueprint_6_Output_1_ID 33047
Blueprint_6_Build 27



// From Planter
Blueprint_7_Type Utilities
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 33356
Blueprint_7_Supply_0_Amount 3
Blueprint_7_Tool 34120
Blueprint_7_Build 27

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