1×2 (2)

Inventory size

+75%

Water

+75%

Food

Spawn tables (33)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1034 Greece Carepackage Roadwarrior 76.19 % 3
4371 California Special Low Gear 75.00 % 2
660 Special Low Gear 66.67 % 2
488 Special Arctic Gear 33.33 % 3
356 Special America Gear 28.57 % 4
142 Special Canada Gear 28.57 % 4
4387 California Special Low 16.07 % 6
1033 Greece Carepackage Survivalist 14.16 % 16
2165 Carepackage France Supplies 11.76 % 17
1035 Greece Carepackage Combatready 10.85 % 11
4330 California PMC Special Low 10.71 % 10
4361 California PMC Special High 9.74 % 22
4390 California Special High 8.57 % 14
697 Peaks Special Low Peaks 8.33 % 30
554 Russia Special Low 8.33 % 29
555 Special Low 8.33 % 30
689 Special Low Peaks 8.33 % 36
698 Peaks Special High Peaks 7.50 % 42
556 Russia Special High 7.50 % 39
557 Special High 7.50 % 45
688 Special High Peaks 7.50 % 44
6635 Vermillin Mega Misc 5.93 % 26
4410 California Carepackage Supply 5.84 % 15
481 Special Arctic 4.20 % 20
480 Yukon Special Arctic 4.20 % 20
2000 Carepackage France 3.53 % 40
347 Special America 2.88 % 34
346 Washington Special America 2.88 % 32
132 PEI Special Canada 2.86 % 29
133 Special Canada 2.86 % 31
6628 Vermillin Mega 1.98 % 44
10090 Cliffs Airdrop Survival 1.96 % 38
4409 California Carepackage 1.75 % 30
How loot works in Unturned Sections that apply to this food 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.).

Leonard's Fresh Food Market
Run by Chef Leonard
Locked behind progression in quest Chef Leonard'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: Chef Leonard's dialogue — reached
You give
MRE ×1
You get
50 Exp
Cafeteria's Spare Cuisine
Run by Greek Omega Chef Pekka
You give
MRE ×1
You get
50 Exp
Cafeteria's Off-Hours Menu
Run by Greek Military Cafeteria Daria
You give
MRE ×1
You get
50 Exp
Enlapis's Shop
Run by (辅助作者)Enlapis
You give
50 Exp
You get
MRE ×1
Bag_MRE.dat
GUID acf7e825832f4499bb3b7cbec4f634ca
Type Food
Rarity Rare
Useable Consumeable
ID 81

Size_X 1
Size_Y 2
Size_Z 0.5

Quality_Min 50
Quality_Max 100

Food 75
Water 75

ConsumeAudioClip Sounds/EatBag_MRE.mp3
Randomize_Consume_Audio_Pitch false
Procedurally_Animate_Inertia false
EquipablePrefab Items/Food/Bag_MRE/Equipable.prefab