1 x 1 (1)
Inventory Size
0%
Energy
+35%
Health
+10%
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.
Dressing
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4287 | CA Research High Supply | 12.30 % | — | 15 |
| 4563 | CA Research High Stash | 2.52 % | — | 38 |
| 4284 | CA Research High | 1.96 % | — | 57 |
GUID dec62be6cfb04a4c9e17e1d622efbd85
Type Medical
Rarity Rare
Useable Consumeable
ID 4408
Size_X 1
Size_Y 1
Aid
Bleeding
Health 35
Disinfectant 10
Blueprints
[
{
CategoryTag "d089feb7e43f40c5a7dfcefc36998cfb" // Supplies
InputItems
[
"c92d848205bd468c9bac3e039ac54cef x 2" // Bandage
"4c90b26e556d42a6823033c25ca0eaf4" // Antiseptic
]
OutputItems this
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
]
InventoryAudio core.masterbundle:Sounds/Inventory/LightCloth.asset