3 x 2 (6)

Inventory Size

15 (5 x 3)

Storage Size

+5%

Armor

+5%

Explosion Armor

0%

Movement Speed

No

Fire Proof

No

Radiation Proof

Similar Clothing (3)

There might be more than those listed here.

2 blueprints
Salvage
=
3 x
Repair
0%
+
3 x
=
100%
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Spawn Tables
Spawn Id Spawn Name Drop Chance Pool Size
189 Camp Shirts 100.00 % 1
180 Camp 5.22 % 40
705 Peaks Camp 5.22 % 39
179 PEI Camp 5.22 % 39
564 Russia Camp 5.22 % 39
367 Washington Camp 5.22 % 39
Fishing_Top.dat
GUID 95b7f776a2e841c49ba9bfb13d9d3b65
Type Shirt
Rarity Uncommon
Useable Clothing
ID 510

Size_X 3
Size_Y 2
Size_Z 0.6

Width 5
Height 3

Armor 0.95

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "14901f32cd3240179fd6124324cc27e5 x 3" // Cloth
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "14901f32cd3240179fd6124324cc27e5 x 3" // Cloth
		RequiresNearbyCraftingTags
		[
			"2ac5ddc545a848008c0308d21f5d2e6b" // Spinning Wheel
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]