2×1 (2)

Inventory size

1,000 HP

Health

HIGH

Armor tier

Barricade

Build material

Yes

Repairable

Yes

Salvageable

9 blueprints
Supply
5 x
=
Supply
10 x
=
Gear
=
Gear
=
Gear
Craft lvl.0
2 x
+
3 x
=
Gear
Craft lvl.0
2 x
+
3 x
=
Gear
Craft lvl.0
2 x
+
3 x
=
Supply
=
10 x
Supply
=
5 x
Gold Brick Where to find this Item
100%
Southern China map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
黄金 Inline 33.3 %
霓虹补给空投 2.8 %
金库铁柜 1.8 %
65000 信号箱奖励表 1.2 %
No spawns on map.
No zombie drops.
【中国】收购商人
葱鸽 玩家NPC
No vendors trade this.
No airdrops on this map drop this.
Warden Key Takeable 7.1%
Warden Key Takeable 7.1%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (4)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
60051 黄金 Inline 33.33 % 3
61710 霓虹补给空投 2.80 % 20
45012 金库铁柜 1.78 % 7
65000 65000 信号箱奖励表 1.20 % 20
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.).

Necessaries trading
Run by 【中国】收购商人
Locked behind a quest flag condition.
Civil Rep ≥ 300
You give
Gold Brick ×1
You get
3,200 Exp
Necessaries trading
Run by 【中国】收购商人
Locked behind a quest flag condition.
Civil Rep ≥ 300
You give
Gold Brick ×1
You get
3,000 Exp
Trading with Mr.Green Onion
Run by 葱鸽 玩家NPC
Locked behind progression in quest 葱鸽 玩家NPC's dialogue. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: 葱鸽 玩家NPC's dialogue — reached
You give
Gold Brick ×1
You get
3,600 Exp
金砖.dat
GUID c24eb5db58cd4ae2b18e943352bfb45c
Type Barricade
Useable Barricade
Build Barricade
Health 1000
Range 8
Radius 0
Offset 0.125
Rarity Mythical
ID 51118

Size_X 2
Size_Y 1
Size_Z 0.15

Blueprints 6
Blueprint_0_Type Supply
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51118
Blueprint_0_Supply_0_Amount 5
Blueprint_0_Products 1
Blueprint_0_Product 51119
Blueprint_0_Build 27

Blueprint_1_Type Supply
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51118
Blueprint_1_Supply_0_Amount 10
Blueprint_1_Products 1
Blueprint_1_Product 51120
Blueprint_1_Build 27

Blueprint_2_Type Gear
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 61667
Blueprint_2_Supply_0_Amount 10
Blueprint_2_Tool 52001
Blueprint_2_Build 27

Blueprint_3_Type Gear
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 61668
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Tool 52001
Blueprint_3_Build 27

Blueprint_4_Type Gear
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 51118
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Products 1
Blueprint_4_Product 61668
Blueprint_4_Tool 52001
Blueprint_4_Build 27

Blueprint_5_Type Gear
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 51118
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Products 10
Blueprint_5_Product 61667
Blueprint_5_Tool 52001
Blueprint_5_Build 27


Asset_Bundle_Version 3
Exclude_From_Master_Bundle
Bypass_Pickup_Ownership True