2×1 (2)

Inventory size

100 HP

Health

LOW

Armor tier

Stereo

Build material

Yes

Repairable

Yes

Salvageable

Drops on destroy

When this barricade is destroyed (by explosives, melee, or admin damage), the game drops 0-3 items at its location.

Drops 0-3 items (item not in this origin's index).
Salvage

Holding the salvage key on this placed barricade recovers 1 item. Salvage time is multiplied by ×0.3 (faster than default).

6 blueprints
Tool
=
2 x
3 x
Furniture
Craft lvl.1
+
2 x
+
+
=
Furniture
Craft lvl.1
+
2 x
+
=
Utilities
Craft lvl.2
3 x
+
2 x
+
+
+
=
Utilities
Craft lvl.2
3 x
+
2 x
+
+
+
=
Utilities
Craft lvl.2
3 x
+
2 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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Elisa's Gift Shop
Run by Rio Merchant Elisa [Pre-Horder]
You give
10 Exp
You get
Old Radio ×1
Elisa's Gift Shop
Run by Rio Merchant Elisa [Post-Horder]
You give
10 Exp
You get
Old Radio ×1
Elisa's Gift Shop
Run by Rio Merchant Elisa [Rain]
You give
10 Exp
You get
Old Radio ×1
Elisa's Gift Shop
Run by Rio Merchant Elisa [Pre-Horder]
You give
100 Exp
You get
Old Radio ×1
Elisa's Gift Shop
Run by Rio Merchant Elisa [Post-Horder]
You give
100 Exp
You get
Old Radio ×1
Elisa's Gift Shop
Run by Rio Merchant Elisa [Rain]
You give
100 Exp
You get
Old Radio ×1
Rio_Radio_Old.dat
GUID ad6bdca6e0564df6b9f1555342d8beb9
Type Barricade
Useable Barricade
Build Stereo
ID 34498

Size_X 2
Size_Y 1

Health 100
Range 5
Radius 0.2
Offset 0.25

Explosion 36

Vulnerable
Bypass_Pickup_Ownership True

Salvage_Duration_Multiplier 0.3

Blueprints 3
// Salvage 
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 34498
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 33031
Blueprint_0_Output_0_Amount 2
Blueprint_0_Output_1_ID 33000
Blueprint_0_Output_1_Amount 3
Blueprint_0_Tool 34120
Blueprint_0_Build 27



// Using Encyclopedia
Blueprint_1_Type Furniture
Blueprint_1_Supplies 4
Blueprint_1_Supply_0_ID 33035
Blueprint_1_Supply_1_ID 33029
Blueprint_1_Supply_1_Amount 2
Blueprint_1_Supply_2_ID 34538
Blueprint_1_Supply_3_ID 33976
Blueprint_1_Supply_3_Critical
Blueprint_1_Level 1
Blueprint_1_Skill Craft
Blueprint_1_Tool 33112
Blueprint_1_Build 27

Blueprint_1_Conditions 1
// Has not memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39672
Blueprint_1_Condition_0_Value False
Blueprint_1_Condition_0_Logic Equal
Blueprint_1_Condition_0_Allow_Unset

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID 922103cbbe69434aaa5cf8a602095597
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 1a8241a7e8b44dcd92bb0ccbe7086e1b



// Memorized
Blueprint_2_Type Furniture
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 33035
Blueprint_2_Supply_1_ID 33029
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_2_ID 34538
Blueprint_2_Level 1
Blueprint_2_Skill Craft
Blueprint_2_Tool 33112
Blueprint_2_Build 27

Blueprint_2_Conditions 1
// Has memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39672
Blueprint_2_Condition_0_Value True
Blueprint_2_Condition_0_Logic Equal

Item_Dropped_On_Destroy df98f33ffdb04a9db0618f62fce1538f
Min_Items_Dropped_On_Destroy 0
Max_Items_Dropped_On_Destroy 3
SalvageItem b39adb192fc14e5e814a3836bad9851a

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