1 x 1 (1)

Inventory Size

1

Amount

141

Blueprints

141 blueprints
Gear
10 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Furniture
+
2 x
=
Furniture
8 x
=
Salvage
=
8 x
Utilities
+
2 x
=
Utilities
+
2 x
=
Utilities
+
2 x
=
Utilities
+
2 x
=
Utilities
+
2 x
=
Utilities
+
2 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Furniture
+
2 x
=
Furniture
+
2 x
=
Furniture
+
2 x
=
Furniture
+
2 x
=
Furniture
+
2 x
=
Utilities
+
15 x
+
3 x
+
+
=
Furniture
2 x
=
Salvage
=
2 x
Furniture
8 x
=
Salvage
=
8 x
Tool
Craft lvl.1
+
2 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Furniture
3 x
+
2 x
=
Furniture
5 x
=
Salvage
=
5 x
Tool
+
4 x
+
+
=
Tool
3 x
+
2 x
+
3 x
=
2 x
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Utilities
+
=
Furniture
+
2 x
=
Furniture
+
2 x
=
Utilities
15 x
+
4 x
+
2 x
+
2 x
+
+
=
Furniture
5 x
=
Salvage
=
5 x
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Apparel
+
3 x
=
Furniture
+
2 x
=
Furniture
5 x
=
Salvage
=
5 x
Furniture
2 x
=
Salvage
=
2 x
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Tool
+
3 x
=
Gear
=
10 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.

Cinirite 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
Crystal 100.0 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Crystal #1 ~3.5×
Crystal #2 ~3.5×
No resources yield 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
4250 CA Crystal 100.00 % 1
CA_Cinirite.dat
GUID a3ae8e6e7de149479f1b1ad7df35ee90
Type Supply
Rarity Rare
ID 4259

Size_X 1
Size_Y 1

Blueprints
[
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this x 10
		OutputItems "cc5e6b2e6adb446c8817f7fa484cfc05" // Cinirite Stack
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0