2×1 (2)

Inventory size

Headlamp

Vision mode

6 blueprints
Apparel
=
2 x
Repair
0%
+
2 x
=
100%
Tool
Craft lvl.1
+
2 x
+
2 x
=
Tool
Craft lvl.1
+
2 x
+
2 x
=
Tool
Craft lvl.1
+
2 x
+
2 x
=
Tool
Craft lvl.1
+
2 x
+
2 x
=
Headlamp 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.
手机店 Inline 10.0 %
消防局森林 Inline 9.1 %
消防局 Inline 7.1 %
五金商店 Inline 3.6 %
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 (4)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
60044 手机店 Inline 10.00 % 9
60033 消防局森林 Inline 9.09 % 11
60021 消防局 Inline 7.14 % 11
60015 五金商店 Inline 3.57 % 28
How loot works in Unturned Sections that apply to this glasses 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.
CN_Headlamp.dat
GUID afa95f2807394741b5d80d86ff902aba
Type Glasses
Rarity Uncommon
Useable Clothing
ID 61196

Size_X 2
Size_Y 1
Size_Z 0.175

Hair
Beard

Vision Headlamp

Blueprints 6
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 61196
Blueprint_0_Product 67
Blueprint_0_Products 2
Blueprint_0_Build 32
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 67
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Build 32
Blueprint_2_Type Tool
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 61622
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 61650
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_2_ID 64
Blueprint_2_Supply_2_Amount 2
Blueprint_2_Tool 76
Blueprint_2_Level 1
Blueprint_2_Skill Craft
Blueprint_2_Product 61196
Blueprint_2_Products 1
Blueprint_2_Build 27
Blueprint_3_Type Tool
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 61622
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_1_ID 61650
Blueprint_3_Supply_1_Amount 2
Blueprint_3_Supply_2_ID 64
Blueprint_3_Supply_2_Amount 2
Blueprint_3_Tool 61617
Blueprint_3_Level 1
Blueprint_3_Skill Craft
Blueprint_3_Product 61196
Blueprint_3_Products 1
Blueprint_3_Build 27
Blueprint_4_Type Tool
Blueprint_4_Supplies 3
Blueprint_4_Supply_0_ID 61622
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Supply_1_ID 61650
Blueprint_4_Supply_1_Amount 2
Blueprint_4_Supply_2_ID 64
Blueprint_4_Supply_2_Amount 2
Blueprint_4_Tool 61618
Blueprint_4_Level 1
Blueprint_4_Skill Craft
Blueprint_4_Product 61196
Blueprint_4_Products 1
Blueprint_4_Build 27
Blueprint_5_Type Tool
Blueprint_5_Supplies 3
Blueprint_5_Supply_0_ID 61622
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Supply_1_ID 61650
Blueprint_5_Supply_1_Amount 2
Blueprint_5_Supply_2_ID 64
Blueprint_5_Supply_2_Amount 2
Blueprint_5_Tool 61619
Blueprint_5_Level 1
Blueprint_5_Skill Craft
Blueprint_5_Product 61196
Blueprint_5_Products 1
Blueprint_5_Build 27

Asset_Bundle_Version 3