2×1 (2)
Inventory size
10 (5×2)
Storage slots
1,200 HP
Health
LOW
Armor tier
Storage_Wall
Build material
Yes
Repairable
Yes
Salvageable
Drops on destroy
When this storage is destroyed (by explosives, melee, or admin damage), the game drops 1-3 items at its location.
Drops 1-3 items (item not in this origin's index).
4 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
How loot works in Unturned
Sections that apply to this storage 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_Plaque_Metal.dat
GUID 4771b4769dc04c4fb8f8183565b096fb
Type Storage
Rarity Epic
Useable Barricade
Build Storage_Wall
ID 34412
Size_X 2
Size_Y 1
Health 1200
Range 4
Offset 0.125
Storage_X 5
Storage_Y 2
Display
Locked
Armor_Tier Low
Explosion 36
Blueprints 4
// DiY
Blueprint_0_Type Furniture
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 33033
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 33038
Blueprint_0_Supply_2_ID 33971
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 39654
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 5669facc4cbe436285abd313441264c9
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID fe6ab5acdb8c4d09a9c67ce59005f03f
// Almanac
Blueprint_1_Type Furniture
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33033
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Supply_1_ID 33038
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 39654
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 0bd431d0816a432e8a6a1de97fe76b4f
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID fe6ab5acdb8c4d09a9c67ce59005f03f
// Encyclopedia
Blueprint_2_Type Furniture
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 33033
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 33038
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 39654
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 1aa3a29bab894243a7b3d28be1f194bd
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID fe6ab5acdb8c4d09a9c67ce59005f03f
// Memorized
Blueprint_3_Type Furniture
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 33033
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Supply_1_ID 33038
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 39654
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal
Item_Dropped_On_Destroy df98f33ffdb04a9db0618f62fce1538f
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 3
SalvageItem 4c273875a3544a0d991f781af144371a
Should_Close_When_Outside_Range true
PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false