4 x 2 (8)
Inventory Size
Primary
Hand Slot
Semi, Auto, Safety
Firemodes
200m
Range
13.89 RPS
Firerate
0.2%
Durability Loss per Shot
Sight, Tactical, Grip, Barrel
Hooks
0%
Movement Speed
-1.2 to 1.2 (100%)
Recoil X
1.5 to 1.75 (100%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 24 | 17 | 13 | 13 |
| Zombie | 66 | 36 | 18 | 18 |
| Animal | 24 | 17 | 13 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 10 |
| Structure | 10 |
| Vehicle | 23 |
| Resource | 12 |
| Object | 15 |
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.
Tensor
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4384 | CA Military High Guns | 9.09 % | — | 4 |
| 4393 | CA Special High Guns | 5.68 % | — | 5 |
| 4413 | CA Military Zombie Elite 0 | 1.82 % | — | 30 |
| 4381 | CA Military High 0 | 0.84 % | — | 42 |
| 4419 | CA Military Zombie Elite 1 | 0.83 % | — | 31 |
| 4390 | CA Special High | 0.76 % | — | 43 |
| 4294 | CA Military High 1 | 0.67 % | — | 43 |
| 4434 | CA Military Fort Zombie | 0.36 % | — | 48 |
| 4435 | CA Military Fort | 0.15 % | — | 60 |
| 4441 | CA Military Reactor Zombie | 0.10 % | — | 53 |
How vendor trading works in Unturned
NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.
Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.
Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.
Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).
Tensor ×1
GUID 645c87c8d12d4bdf8440e1c98953d7c3
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 4180
Instantiated_Item_Name_Override CA_Tensor
Size_X 4
Size_Y 2
Use_Auto_Icon_Measurements true
Magazine 4182
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 15
Ammo_Max 30
Semi
Auto
Safety
Attachment_Calibers 4
// SMG Barrel
Attachment_Caliber_0 4011
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010
Magazine_Calibers 1
Magazine_Caliber_0 4119
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 0.7
Range 200
Firerate 3
Action Trigger
Unplace 0
Replace 0
Player_Damage 22
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 60
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 22
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 23
Resource_Damage 12
Object_Damage 15
Durability 0.2
Spread_Angle_Degrees 8.531
Spread_Aim 0.1
Recoil_Min_X -1.2
Recoil_Min_Y 1.5
Recoil_Max_X 1.2
Recoil_Max_Y 1.75
Recover_X 1
Recover_Y 1
Shake_Min_X -0.005
Shake_Min_Y 0.003
Shake_Min_Z -0.005
Shake_Max_X 0.005
Shake_Max_Y -0.003
Shake_Max_Z -0.008
Muzzle 4050
Shell 4047
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 4
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]