2 x 2 (4)

Inventory Size

4 (4 x 1)

Storage Size

0%

Armor

0%

Explosion Armor

0%

Movement Speed

No

Fire Proof

No

Radiation Proof

Similar Clothing (1)

There might be more than those listed here.

2 blueprints
Apparel
=
3 x
Apparel
+
5 x
+
2 x
=
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.

Ruined Biohazard Top 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
Research Cloths 39.2 %
Research High 1.9 %
No spawns on map.
No zombie drops.
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
4370 CA Research Cloths 39.22 % 4
4284 CA Research High 1.87 % 57
CA_Biohazard_Broken_Top.dat
GUID f9991afb46944ded9ecbece1437c7bfe
Type Shirt
Useable Clothing
ID 4093

Size_X 2
Size_Y 2

Width 4
Height 1

Blueprints
[
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems this
		OutputItems "3672e1bdd2034fce9c54ca60baa5ce81 x 3" // Biohazard Fiber
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Source 4185
Action_0_Blueprints 3
Action_0_Blueprint_0_Index 2
Action_0_Text Mend
Action_0_Tooltip Make it whole.