2×3 (6)

Inventory size

2,500 HP

Beacon health

150

Zombies per wave

10

Base loot rolls

How a horde beacon works
  1. Place the beacon on the ground inside any map zone (it must be on a navmesh - usually anywhere zombies normally spawn).
  2. A horde of 150 zombies spawns around the beacon and attacks any player nearby.
  3. Defeat every zombie in the wave. The beacon self-destructs once the wave is cleared and all players leave the area.
  4. The beacon drops 10 items at its location, each rolled independently from the loot pool below.
  5. 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 with Beacon_Rewards_Multiplier and cap it with Beacon_Max_Rewards.
Loot pool (2 items)
View spawn table

Defeat 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.

Unturned Car Exchange Ticket icon 75.00 %
Unturned A stack Car Exchange Ticket icon 25.00 %
1 blueprints
Utilities
Craft lvl.3
=
Decoy"Z" Horde Beacon 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.
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.
No zombie drops.
No vendors trade this.
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