2 x 2 (4)
Inventory Size
0%
Armor
0%
Explosion Armor
0%
Movement Speed
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.
Rain Hat
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4514 | CA Fisher | 3.70 % | — | 42 |
GUID 7352a6d57bd74ed99ffcfe3586146c69
Type Hat
Rarity Uncommon
Useable Clothing
ID 7102
Size_X 2
Size_Y 2
Beard
Armor 1
Exclude_From_Master_Bundle
Master_Bundle_Override core.masterbundle
Bundle_Override_Path Items/Hats/Rain_Hat
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "fde0f4395a46442cb8de3928d5aefb71" // Cloth
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems "fde0f4395a46442cb8de3928d5aefb71 x 2" // Cloth
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
]