2×1 (2)

Inventory size

Wire

Build

70 HP

Health

0.25 s

Arming delay

Damage
Combat damage
Player 40
Zombie 80
Animal 80
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
3 blueprints
Barricade
2 x
=
Salvage
Barricade
2 x
+
5 x
=
Spawn tables (24)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
0 Vermillin Low Barricades 50.00 % 2
343 Military America Barricades 33.33 % 3
124 Military Canada Barricades 33.33 % 3
651 Military Low Barricades 33.33 % 3
250 RCMP Barricades 33.33 % 3
1036 Greece Carepackage Traps 17.44 % 6
245 PEI RCMP 6.51 % 11
246 RCMP 6.51 % 11
463 Yukon RCMP 6.51 % 11
1033 Greece Carepackage Survivalist 3.09 % 16
114 Military Canada 0.78 % 24
334 Military America 0.78 % 28
682 Coalition Low Peaks 0.72 % 24
551 Military Low 0.72 % 28
685 Military Low Peaks 0.72 % 28
722 Peaks Coalition Low Peaks 0.72 % 24
695 Peaks Military Low Peaks 0.72 % 28
550 Russia Military Low 0.72 % 28
681 Coalition High Peaks 0.65 % 32
553 Military High 0.65 % 35
684 Military High Peaks 0.65 % 36
723 Peaks Coalition High Peaks 0.65 % 32
696 Peaks Military High Peaks 0.65 % 36
552 Russia Military High 0.65 % 35
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.
Barbedwire.dat
GUID e2432d5d18e74a6cbc207746468b19bf
Type Trap
Rarity Uncommon
Useable Barricade
Build Wire
ID 386

Size_X 2
Size_Y 1
Size_Z 0.2

Health 70
Range 4
Radius 0.15
Offset 0.2

Player_Damage 40
Zombie_Damage 80
Animal_Damage 80

Explosion 36
Vulnerable
Unrepairable

Blueprints
[
	{
		CategoryTag "31a59b5fec3f4ec5b2887b1ce4acb029" // Barricades
		InputItems "ebb61f2e64f24351a6ab905b5516060b x 2" // Wire
		OutputItems this
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "ebb61f2e64f24351a6ab905b5516060b" // Wire
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Has_Clip_Prefab false