3 x 2 (6)

Inventory Size

10 (5 x 2)

Storage Size

+5%

Armor

+5%

Explosion Armor

0%

Movement Speed

No

Fire Proof

No

Radiation Proof

Similar Clothing (6)

There might be more than those listed here.

8 blueprints
Salvage
=
2 x
Repair
0%
+
2 x
=
100%
Apparel
+
=
Apparel
+
=
Apparel
+
=
Apparel
+
=
Apparel
+
=
Apparel
+
=
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
266 Shirt 12.50 % 8
4309 California Richmans Cloth 10.00 % 7
262 Cloth 1.47 % 72
721 Peaks Cloth 1.47 % 70
261 PEI Cloth 1.47 % 70
392 Washington Cloth 1.47 % 70
How loot works in Unturned Sections that apply to this shirt 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.
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.
Shirt_White.dat
GUID 20ad7b951cd844ebabd0071ea27c312f
Type Shirt
Useable Clothing
ID 179

Size_X 3
Size_Y 2
Size_Z 0.6

Width 5
Height 2

Armor 0.95

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "14901f32cd3240179fd6124324cc27e5 x 2" // Cloth
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "14901f32cd3240179fd6124324cc27e5 x 2" // Cloth
		RequiresNearbyCraftingTags
		[
			"2ac5ddc545a848008c0308d21f5d2e6b" // Spinning Wheel
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]