1×2 (2)

Inventory size

8 blueprints
Supply
Supply
Supply
Supply
+
+
=
Supply
Supply
Supply
Supply
+
=
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32107 Rio Farm Supplies 17.04 % 8
32365 Rio Zombie Farm 6.08 % 30
32105 Brazil Farm Rio 5.55 % 30
How loot works in Unturned Sections that apply to this grower 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.).

Silva's Earthly Goods
Run by Rio Botanist Silva
Locked behind progression in quest The Seeds We Sow. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: The Seeds We Sow
You give
2 Exp
You get
Fertilizer ×1
You give
Fertilizer ×1
You get
2 Exp
Silva's Earthly Goods
Run by Rio Botanist Silva [Storm]
Locked behind progression in quest The Seeds We Sow. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: The Seeds We Sow
You give
2 Exp
You get
Fertilizer ×1
You give
Fertilizer ×1
You get
2 Exp
Silva's Earthly Goods
Run by Rio Botanist Silva [Rain]
Locked behind progression in quest The Seeds We Sow. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: The Seeds We Sow
You give
2 Exp
You get
Fertilizer ×1
You give
Fertilizer ×1
You get
2 Exp
Rio_Fertilizer.dat
GUID 005fbe397016431fb8309f0247f60c77
Type Grower
Rarity Uncommon
Useable Grower
ID 34090

Size_X 1
Size_Y 2

InventoryAudio core.masterbundle:Sounds/Inventory/Seeds.asset

Blueprints 8
Blueprint_0_Type Supply
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 33041
Blueprint_0_Supply_1_ID 33046
Blueprint_0_Supply_1_Critical
Blueprint_0_Supply_2_ID 33976
Blueprint_0_Supply_2_Critical
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 34090
Blueprint_0_Output_1_ID 33047
Blueprint_0_Build 27

Blueprint_0_Conditions 4
// Has not memorized
Blueprint_0_Condition_0_Type Flag_Bool
Blueprint_0_Condition_0_ID 39550
Blueprint_0_Condition_0_Value False
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset
// Prioritize emptier bags
Blueprint_0_Condition_1_Type Item
Blueprint_0_Condition_1_ID 33047
Blueprint_0_Condition_1_Amount 1
Blueprint_0_Condition_1_Logic Less_Than
// Prioritize emptier bags
Blueprint_0_Condition_2_Type Item
Blueprint_0_Condition_2_ID 33048
Blueprint_0_Condition_2_Amount 1
Blueprint_0_Condition_2_Logic Less_Than
// Prioritize emptier bags
Blueprint_0_Condition_3_Type Item
Blueprint_0_Condition_3_ID 33049
Blueprint_0_Condition_3_Amount 1
Blueprint_0_Condition_3_Logic Less_Than

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 2508a72cf60d4b6c82524c5775f5f7e9



Blueprint_1_Type Supply
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33041
Blueprint_1_Supply_1_ID 33047
Blueprint_1_Supply_1_Critical
Blueprint_1_Supply_2_ID 33976
Blueprint_1_Supply_2_Critical
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 34090
Blueprint_1_Output_1_ID 33048
Blueprint_1_Build 27

Blueprint_1_Conditions 3
// Has not memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39550
Blueprint_1_Condition_0_Value False
Blueprint_1_Condition_0_Logic Equal
Blueprint_1_Condition_0_Allow_Unset
// Prioritize emptier bags
Blueprint_1_Condition_1_Type Item
Blueprint_1_Condition_1_ID 33048
Blueprint_1_Condition_1_Amount 1
Blueprint_1_Condition_1_Logic Less_Than
// Prioritize emptier bags
Blueprint_1_Condition_2_Type Item
Blueprint_1_Condition_2_ID 33049
Blueprint_1_Condition_2_Amount 1
Blueprint_1_Condition_2_Logic Less_Than

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 2508a72cf60d4b6c82524c5775f5f7e9



Blueprint_2_Type Supply
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 33041
Blueprint_2_Supply_1_ID 33048
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 34090
Blueprint_2_Output_1_ID 33049
Blueprint_2_Build 27

Blueprint_2_Conditions 2
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39550
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 33049
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 a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID 2508a72cf60d4b6c82524c5775f5f7e9



Blueprint_3_Type Supply
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 33041
Blueprint_3_Supply_1_ID 33049
Blueprint_3_Supply_1_Critical
Blueprint_3_Supply_2_ID 33976
Blueprint_3_Supply_2_Critical
Blueprint_3_Build 27

Blueprint_3_Conditions 1
// Has not memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39550
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 a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_3_Reward_1_Type Rewards_List_Asset
Blueprint_3_Reward_1_GUID 2508a72cf60d4b6c82524c5775f5f7e9



Blueprint_4_Type Supply
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 33041
Blueprint_4_Supply_1_ID 33046
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 2
Blueprint_4_Output_0_ID 34090
Blueprint_4_Output_1_ID 33047
Blueprint_4_Build 27

Blueprint_4_Conditions 4
// Memorized
Blueprint_4_Condition_0_Type Flag_Bool
Blueprint_4_Condition_0_ID 39550
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
// Prioritize emptier bags
Blueprint_4_Condition_2_Type Item
Blueprint_4_Condition_2_ID 33048
Blueprint_4_Condition_2_Amount 1
Blueprint_4_Condition_2_Logic Less_Than
// Prioritize emptier bags
Blueprint_4_Condition_3_Type Item
Blueprint_4_Condition_3_ID 33049
Blueprint_4_Condition_3_Amount 1
Blueprint_4_Condition_3_Logic Less_Than



Blueprint_5_Type Supply
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 33041
Blueprint_5_Supply_1_ID 33047
Blueprint_5_Supply_1_Critical
Blueprint_5_Outputs 2
Blueprint_5_Output_0_ID 34090
Blueprint_5_Output_1_ID 33048
Blueprint_5_Build 27

Blueprint_5_Conditions 3
// Memorized
Blueprint_5_Condition_0_Type Flag_Bool
Blueprint_5_Condition_0_ID 39550
Blueprint_5_Condition_0_Value True
Blueprint_5_Condition_0_Logic Equal
// Prioritize emptier bags
Blueprint_5_Condition_1_Type Item
Blueprint_5_Condition_1_ID 33048
Blueprint_5_Condition_1_Amount 1
Blueprint_5_Condition_1_Logic Less_Than
// Prioritize emptier bags
Blueprint_5_Condition_2_Type Item
Blueprint_5_Condition_2_ID 33049
Blueprint_5_Condition_2_Amount 1
Blueprint_5_Condition_2_Logic Less_Than



Blueprint_6_Type Supply
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 33041
Blueprint_6_Supply_1_ID 33048
Blueprint_6_Supply_1_Critical
Blueprint_6_Outputs 2
Blueprint_6_Output_0_ID 34090
Blueprint_6_Output_1_ID 33049
Blueprint_6_Build 27

Blueprint_6_Conditions 2
// Memorized
Blueprint_6_Condition_0_Type Flag_Bool
Blueprint_6_Condition_0_ID 39550
Blueprint_6_Condition_0_Value True
Blueprint_6_Condition_0_Logic Equal
// Prioritize emptier bags
Blueprint_6_Condition_1_Type Item
Blueprint_6_Condition_1_ID 33049
Blueprint_6_Condition_1_Amount 1
Blueprint_6_Condition_1_Logic Less_Than



Blueprint_7_Type Supply
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 33041
Blueprint_7_Supply_1_ID 33049
Blueprint_7_Supply_1_Critical
Blueprint_7_Build 27

Blueprint_7_Conditions 1
// Has not memorized
Blueprint_7_Condition_0_Type Flag_Bool
Blueprint_7_Condition_0_ID 39550
Blueprint_7_Condition_0_Value True
Blueprint_7_Condition_0_Logic Equal