4 x 3 (12)
Inventory Size
150 HP
Health
LOW
Armor Tier
Barricade
Build
Yes
Repairable
Yes
Salvageable
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.
Stack of Wood
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4567 | CA Fishing Crate 2 | 5.95 % | — | 17 |
| 4566 | CA Fishing Crate 1 | 2.92 % | — | 16 |
GUID 912defe23ae749db93b02d87f14801d2
Type Barricade
Rarity Uncommon
Useable Barricade
Build Barricade
ID 6113
Size_X 4
Size_Y 3
SalvageItem 912defe23ae749db93b02d87f14801d2
Min_Items_Dropped_On_Destroy 20
Max_Items_Dropped_On_Destroy 20
Item_Dropped_On_Destroy 4b9e0a77869d4757881d0a8d275f2ac0
EquipablePrefab Items/Supplies/Compressed/CA_Wood_Stack/Equipable.prefab
Health 150
Range 4
Radius 0.2
Offset 0.35
Explosion 37
Vulnerable
Salvage_Duration_Multiplier 0.1
Bypass_Pickup_Ownership true
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
InputItems this
OutputItems "4b9e0a77869d4757881d0a8d275f2ac0 x 20" // Wood
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Actions 2
Action_0_Type Blueprint
Action_0_Source 6119
Action_0_Blueprints 2
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link
Action_0_Blueprint_1_Index 2
Action_0_Blueprint_1_Link
Action_1_Type Blueprint
Action_1_Blueprint_0_Index 0
PlacementAudioClip core.masterbundle:Sounds/WoodenPlacement.mp3
Has_Clip_Prefab false