2 x 2 (4)

Inventory Size

0%

Energy

0%

Health

-100%

Virus

114 blueprints
Gear
4 x
=
Gear
15 x
+
15 x
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Gear
60 x
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45 x
+
3 x
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Gear
20 x
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15 x
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3 x
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Gear
15 x
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12 x
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3 x
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Gear
6 x
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3 x
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3 x
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Gear
2 x
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3 x
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Gear
+
5 x
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12 x
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3 x
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Gear
50 x
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40 x
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4 x
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3 x
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3 x
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Gear
5 x
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2 x
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10 x
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4 x
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3 x
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3 x
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Supply
+
2 x
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4 x
Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Utilities
8 x
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20 x
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2 x
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Utilities
4 x
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6 x
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Gear
+
5 x
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5 x
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Utilities
2 x
+
+
5 x
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Gear
+
2 x
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2 x
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Gear
+
6 x
+
6 x
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Gear
+
5 x
+
5 x
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Apparel
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Apparel
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Apparel
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Apparel
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Gear
=
4 x
Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Gear
+
2 x
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Gear
+
2 x
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Salvage
=
3 x
Gear
Cook lvl.1
3 x
+
2 x
+
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Structure
2 x
+
8 x
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Apparel
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Apparel
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Apparel
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Structure
2 x
+
8 x
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Structure
2 x
+
8 x
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Structure
2 x
+
8 x
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Apparel
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Apparel
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=
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.

Chemicals Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Gas Supplies 13.3 %
Research Supply 10.2 %
Research High Supply 6.3 %
Research 4.2 %
Gas 3.5 %
Research Special Low 2.5 %
Junk T0 1.8 %
Junk T1 1.5 %
Research High Stash 1.3 %
Research High 1.0 %
BBunker Richmans High 0.7 %
Cache PMC Low 0.7 %
Cache PMC High 0.7 %
BBunker Richmans Low 0.7 %
Mesadyne High 0.7 %
Deadzone Stacks 0.7 %
Whitney Military High 0.7 %
Whitney Military Low 0.7 %
Mesadyne Low 0.6 %
Fort Gas 0.5 %
Military Reactor Special 0.5 %
Military Reactor 0.4 %
Military Fort 0.3 %
No spawns on map.
Mesadyne High Zombie 0.9 %
Whitney Military Low Zombie 0.9 %
Mesadyne Low Zombie 0.8 %
Whitney Military High Zombie 0.8 %
Military Reactor Zombie 0.6 %
Military Fort Zombie 0.5 %
No zombie drops.
Bikers Vendor
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4233 CA Gas Supplies 13.33 % 10
4288 CA Research Supply 10.20 % 11
4287 CA Research High Supply 6.27 % 15
4315 CA Research 4.19 % 31
4230 CA Gas 3.48 % 27
4346 CA Research Special Low 2.51 % 47
4586 CA Junk T0 1.75 % 7
4587 CA Junk T1 1.53 % 9
4563 CA Research High Stash 1.29 % 38
4284 CA Research High 1.00 % 57
4491 CA Mesadyne High Zombie 0.88 % 65
4481 CA Whitney Military Low Zombie 0.87 % 44
4490 CA Mesadyne Low Zombie 0.84 % 57
4478 CA Whitney Military High Zombie 0.78 % 51
4467 CA BBunker Richmans High 0.74 % 61
4462 CA Cache PMC Low 0.73 % 54
4461 CA Cache PMC High 0.73 % 59
4466 CA BBunker Richmans Low 0.71 % 57
4486 CA Mesadyne High 0.68 % 69
4564 CA Deadzone Stacks 0.68 % 14
4472 CA Whitney Military High 0.67 % 55
4471 CA Whitney Military Low 0.65 % 51
4483 CA Mesadyne Low 0.60 % 64
4441 CA Military Reactor Zombie 0.60 % 53
4518 CA Fort Gas 0.55 % 18
4447 CA Military Reactor Special 0.53 % 17
4434 CA Military Fort Zombie 0.53 % 48
4442 CA Military Reactor 0.36 % 42
4435 CA Military Fort 0.32 % 60
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.).

Nighttime Bikers Armory
Run by CA Bikers Vendor
Locked behind progression in quest CA Bikers Austy (Bar - Night#1 - Hat)'s dialogue. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
100 Exp
You get
Chemicals ×1
Bikers Armory Tokens are a custom shop currency: earn them at Daytime Bikers Armory, spend at Nighttime Bikers Armory. Higher-tier offers may be hidden until you have enough.
CA_Chemicals_0.dat
GUID f1034659a8db4f78a59b422884f316e2
Type Medical
Rarity Uncommon
Useable Consumeable
ID 4274

Bleeding
Virus 100
Vision 60

Size_X 2
Size_Y 2

Blueprints
[
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this x 4
		OutputItems "817d8079498b49e5b284185c56620001" // Stack of Chemicals
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0

InspectAudioDef Items/Food/CA_Carton_Banana/Inspect.ogg
ConsumeAudioClip Sounds/Food/Carton.ogg