1 x 1 (1)
Inventory Size
+20%
Water
+10%
Food
0%
Energy
0%
Health
0%
Virus
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.
Mushroom
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|
GUID 20b75a8ed1cc417889827323b6de3630
Type Food
Useable Consumeable
ID 4481
Size_X 1
Size_Y 1
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this x 3
OutputItems "9f48dc07536b4fe0901f6ee5c33309af" // Shredded Mushroom
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Use_Auto_Stat_Descriptions false
Food 10
Water 20
ConsumeAudioClip Sounds/Food/EatSquishy.mp3