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Inventory size
52
Blueprints
52 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 supply 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_Sheet_Glass_Oneway.dat
GUID 12b50e9bad3f49dc886fb481b6037553
Type Supply
Rarity Rare
ID 33008
Size_X 2
Size_Y 2
Blueprints 4
// Encyclopedia
Blueprint_0_Type Utilities
Blueprint_0_Supplies 4
Blueprint_0_Supply_0_ID 33005
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Supply_1_ID 33031
Blueprint_0_Supply_2_ID 33025
Blueprint_0_Supply_3_ID 33976
Blueprint_0_Supply_3_Critical
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 33008
Blueprint_0_Output_1_ID 33009
Blueprint_0_Level 1
Blueprint_0_Skill Cook
Blueprint_0_Build 27
Blueprint_0_Conditions 1
// Has not memorized
Blueprint_0_Condition_0_Type Flag_Bool
Blueprint_0_Condition_0_ID 39588
Blueprint_0_Condition_0_Value False
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset
Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID 1aa3a29bab894243a7b3d28be1f194bd
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID b86bf19c660c41fab444760e513dadc4
// Memorized
Blueprint_1_Type Utilities
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 33005
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Supply_1_ID 33031
Blueprint_1_Supply_2_ID 33025
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 33008
Blueprint_1_Output_1_ID 33009
Blueprint_1_Level 1
Blueprint_1_Skill Cook
Blueprint_1_Build 27
Blueprint_1_Conditions 1
// Has not memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39588
Blueprint_1_Condition_0_Value True
Blueprint_1_Condition_0_Logic Equal
// Encyclopedia w/coal
Blueprint_2_Type Utilities
Blueprint_2_Supplies 5
Blueprint_2_Supply_0_ID 33005
Blueprint_2_Supply_0_Amount 4
Blueprint_2_Supply_1_ID 33031
Blueprint_2_Supply_2_ID 33025
Blueprint_2_Supply_3_ID 34572
Blueprint_2_Supply_3_Critical
Blueprint_2_Supply_4_ID 33976
Blueprint_2_Supply_4_Critical
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 33008
Blueprint_2_Output_1_ID 33009
Blueprint_2_Level 1
Blueprint_2_Skill Cook
Blueprint_2_Build 27
Blueprint_2_Conditions 1
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39588
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 b86bf19c660c41fab444760e513dadc4
// Memorized w/coal
Blueprint_3_Type Utilities
Blueprint_3_Supplies 4
Blueprint_3_Supply_0_ID 33005
Blueprint_3_Supply_0_Amount 4
Blueprint_3_Supply_1_ID 33031
Blueprint_3_Supply_2_ID 33025
Blueprint_3_Supply_3_ID 34572
Blueprint_3_Supply_3_Critical
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 33008
Blueprint_3_Output_1_ID 33009
Blueprint_3_Level 1
Blueprint_3_Skill Cook
Blueprint_3_Build 27
Blueprint_3_Conditions 1
// Has not memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39588
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal