1×2 (2)

Inventory size

41

Blueprints

41 blueprints
Gear
+
=
3 x
Gear
4 x
=
Utilities
8 x
+
3 x
+
=
Furniture
3 x
+
2 x
=
Gear
+
=
4 x
Furniture
3 x
+
2 x
=
Furniture
5 x
+
=
Barricade
7 x
=
Utilities
8 x
+
2 x
+
=
Barricade
5 x
+
=
Tool
Craft lvl.1
7 x
+
2 x
=
Barricade
6 x
+
=
Barricade
2 x
=
Furniture
5 x
+
=
Furniture
7 x
+
3 x
=
Barricade
8 x
=
Barricade
8 x
+
2 x
=
Barricade
4 x
+
2 x
=
Furniture
5 x
+
2 x
=
Barricade
2 x
=
Gear
12 x
=
Salvage
=
12 x
Tool
Craft lvl.1
5 x
+
=
Utilities
5 x
+
=
Furniture
7 x
+
5 x
=
Barricade
4 x
=
Repair
0%
+
+
2 x
=
100%
Tool
Craft lvl.1
2 x
+
4 x
+
+
=
Salvage
Barricade
8 x
+
2 x
=
Barricade
4 x
+
=
Furniture
Craft lvl.2
9 x
+
5 x
=
Utilities
Craft lvl.1
8 x
+
4 x
+
4 x
+
+
=
Furniture
5 x
+
2 x
=
Furniture
9 x
+
5 x
=
Furniture
8 x
+
2 x
=
Furniture
3 x
+
2 x
=
Utilities
4 x
+
6 x
+
3 x
+
=
Furniture
6 x
+
2 x
=
Utilities
Craft lvl.1
+
5 x
+
6 x
+
2 x
+
+
=
Utilities
Craft lvl.1
+
10 x
+
4 x
+
5 x
+
=
Other ways to get this supply Off-map sources rolled from a loot pool
Fishing rods (2)
Unturned Fishing Rod Mk.I icon 2.21 %
Unturned Fishing Rod Mk.II icon 1.18 %
Vehicle wrecks (2)
Unturned Racing Cart icon 27.78 %
Unturned Cart icon 27.78 %
Spawn tables (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57145 Metro Cart Scrap 27.78 % 3
57098 Metro Farm Log 23.08 % 3
4373 California Sawmill Supply 18.87 % 11
4374 California Sawmill 12.26 % 15
6647 Easter Pirate Low 11.63 % 13
57005 Metro Fish Mats Junk 8.83 % 14
4399 California Militia Sawmill 7.36 % 32
57046 Metro Attachments Low 5.26 % 9
57071 Metro Construction Mats 3.22 % 12
57006 Metro Fishing Rod 2.21 % 31
57068 Metro Construction 2.00 % 39
57007 Metro Fishing Rod THICC 1.18 % 48
57160 Metro Dorms 05 Random 0.61 % 184
How loot works in Unturned Sections that apply to this supply 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.
Plank_Pine.dat
GUID 719bfdf2c2dc4be6ad5be44d044583e4
Type Supply
Rarity Rare
ID 63

Size_X 1
Size_Y 2
Size_Z 0.6

Blueprints
[
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems
		[
			{
				ID "86bf08032a5147f9871e362e40812771" // Pine Log
			}
			{
				ID "fd6bee4579884ee9ad0b729baf423ab1" // Saw
				Delete false
			}
		]
		OutputItems this x 3
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems "55d9700ea53c477685458171932251f1 x 4" // Pine Stick
		OutputItems this
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Source 1905
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Stack