1×1 (1)

Inventory size

Spike

Build

1 HP

Health

8 m

Explosion radius

0.25 s

Arming delay

Damage
Combat damage
Player 91
Zombie 175
Animal 175
Other damage
Standard caliber
Barricade 75
Structure 75
Vehicle 175
Resource 625
Object 100
2 blueprints
Tool
Craft lvl.1
+
2 x
+
+
=
Salvage
Craft lvl.2
Spawn tables (16)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1015 Greece Military Traps 50.00 % 2
38802 S IO Explosives 25.00 % 4
358 Special America Explosives 20.00 % 5
144 Special Canada Explosives 20.00 % 5
657 Special Low Explosives 20.00 % 5
1036 Greece Carepackage Traps 11.63 % 6
10582 Cliffs Special High Utility 8.33 % 14
10075 Cliffs Special Low Utility 4.44 % 19
1033 Greece Carepackage Survivalist 2.06 % 16
6635 Vermillin Mega Misc 1.98 % 26
10037 Cliffs Special High Cliffs 1.92 % 36
1000 Greece Military Low 1.61 % 16
1001 Greece Military High 1.32 % 33
1010 Greece Military Special 1.16 % 44
10035 Cliffs Special Low Cliffs 0.95 % 43
6628 Vermillin Mega 0.66 % 44
How loot works in Unturned Sections that apply to this trap 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.
Landmine.dat
GUID bce3892b5a9f4bab96257fd991ffcb28
Type Trap
Rarity Epic
Useable Barricade
Build Spike
ID 1101

Size_X 1
Size_Y 1
Size_Z 0.35

Health 1
Range 4
Radius 0.05
Offset 0.075

Player_Damage 91
Zombie_Damage 175
Animal_Damage 175
Barricade_Damage 75
Structure_Damage 75
Vehicle_Damage 175
Resource_Damage 625
Object_Damage 100

Range2 8
Explosion2 34

Explosive

Explosion 36
Vulnerable
Unrepairable

Blueprints
[
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			"c0b0f4a9f46c49a59f4558210bf36da5" // Metal Can
			"4b68587f5cad45eaab5e07ed0e6fd3b3 x 2" // Nails
			"8ce5c560166545499432d6e01ce399cc" // Raw Explosives
			"e028fce70a3343c8be7837421318b847" // Makeshift Grenade
		]
		OutputItems this
		Skill Craft
		Skill_Level 1
		RequiresNearbyCraftingTags
		[
			"99896da563a748148460c67b9962874f" // Pharmaceutical
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "8ce5c560166545499432d6e01ce399cc" // Raw Explosives
		Skill Craft
		Skill_Level 2
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Has_Clip_Prefab false