2×3 (6)
Inventory size
2,500 HP
Beacon health
150
Zombies per wave
10
Base loot rolls
How a horde beacon works
- Place the beacon on the ground inside any map zone (it must be on a navmesh - usually anywhere zombies normally spawn).
- A horde of 150 zombies spawns around the beacon and attacks any player nearby.
- Defeat every zombie in the wave. The beacon self-destructs once the wave is cleared and all players leave the area.
- The beacon drops 10 items at its location, each rolled independently from the loot pool below.
-
Reward scaling: if multiple players were in the zone when the beacon was placed,
rewards multiply by
√players: 1p → 10 · 2p → 15 · 4p → 20 · 9p → 30 · 16p → 40 Server admins can also tweak this withBeacon_Rewards_Multiplierand cap it withBeacon_Max_Rewards.
Loot pool (2 items)
View spawn tableDefeat the wave to drop 10 items at the beacon when one player is nearby. Rewards scale with the square root of the player count - so 20 items with 4 players, 30 with 9, and so on. Each drop is rolled independently from the pool below.
Decoy"Z" Horde Beacon
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
芙蓉蛋糕
…
7.7 %
霓虹补给空投
…
4.7 %
65000 信号箱奖励表
…
2.0 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(3)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 61795 | 芙蓉蛋糕 | 7.69 % | 9 |
| 61710 | 霓虹补给空投 | 4.67 % | 20 |
| 65000 | 65000 信号箱奖励表 | 2.00 % | 20 |
How loot works in Unturned
Sections that apply to this beacon 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.
尸潮机.dat
GUID 8ffeb6a0de50abbb356dff0b280f495b
Type Beacon
Rarity Legendary
Useable Barricade
Build Beacon
ID 53069
Asset_Bundle_Version 4
Master_Bundle_Override cn.masterbundle
PlacementPreviewPrefab Items/家具/尸潮机/233.prefab
Size_X 2
Size_Y 3
Size_Z 0.5
Allow_Placement_Inside_Clip_Volumes True
Health 2500
Range 4
Radius 0.5
Offset 0.75
Explosion 36
Unpickupable
Blueprints 1
Blueprint_0_Type Utilities
Blueprint_0_Supplies 5
Blueprint_0_Supply_0_ID 61644
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 61663
Blueprint_0_Supply_1_Amount 5
Blueprint_0_Supply_2_ID 60200
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Supply_3_ID 63208
Blueprint_0_Supply_3_Amount 1
Blueprint_0_Supply_4_ID 61277
Blueprint_0_Supply_4_Amount 1
Blueprint_0_Tool 60206
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Build 27
Wave 150
Rewards 10
Reward_ID 61702
PlacementAudioClip Sounds/MetalPlacement.mp3
Has_Clip_Prefab false