1×1 (1)

Inventory size

1 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (2)
4 blueprints
Tool
Craft lvl.2
+
3 x
+
=
Tool
Craft lvl.2
+
3 x
+
=
Tool
Craft lvl.2
+
3 x
=
Supply
=
2 x
How loot works in Unturned Sections that apply to this magazine 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_Medium_Grenade_Bounce.dat
GUID 6afe9547e72c46be974ad9695bb91f32
Type Magazine
Rarity Epic
ID 34652

Size_X 1
Size_Y 1

Amount 1

Delete_Empty

Pellets 1

Calibers 1
Caliber_0 36216

Tracer 36183

Range 10
Player_Damage 4
Zombie_Damage 4
Animal_Damage 4
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 0
Resource_Damage 0
Object_Damage 0
Explosion 36177
Explosive
Explosion_Launch_Speed 50
Projectile_Launch_Force_Multiplier 50

Blueprints 4

// Field
Blueprint_0_Type Tool
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 33011
Blueprint_0_Supply_1_ID 33039
Blueprint_0_Supply_1_Amount 3
Blueprint_0_Supply_2_ID 33975
Blueprint_0_Supply_2_Critical
Blueprint_0_Level 2
Blueprint_0_Skill Craft
Blueprint_0_Build 32

Blueprint_0_Conditions 2
// 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 39618
Blueprint_0_Condition_1_Value False
Blueprint_0_Condition_1_Logic Equal
Blueprint_0_Condition_1_Allow_Unset

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID c71e839ba8b04dfea0e05c2d76e23f58
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 5f49030a362e4026a5cbcf09b072fb9b



// Encyclopedia
Blueprint_1_Type Tool
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33011
Blueprint_1_Supply_1_ID 33039
Blueprint_1_Supply_1_Amount 3
Blueprint_1_Supply_2_ID 33976
Blueprint_1_Supply_2_Critical
Blueprint_1_Level 2
Blueprint_1_Skill Craft
Blueprint_1_Build 32

Blueprint_1_Conditions 1
// Has not memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39618
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 a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 5f49030a362e4026a5cbcf09b072fb9b



// Memorized
Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 33011
Blueprint_2_Supply_1_ID 33039
Blueprint_2_Supply_1_Amount 3
Blueprint_2_Level 2
Blueprint_2_Skill Craft
Blueprint_2_Build 32

Blueprint_2_Conditions 1
// Memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39618
Blueprint_2_Condition_0_Value True
Blueprint_2_Condition_0_Logic Equal

// Salvage 
Blueprint_3_Type Supply
Blueprint_3_Supply_0_ID 34652
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 33031
Blueprint_3_Output_1_ID 33039
Blueprint_3_Output_1_Amount 2
Blueprint_3_Build 27