1 x 1 (1)
Inventory Size
1
Amount
641
Blueprints
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.
Metal Scrap
Where to find this Item
Bikers Vendor
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4203 | CA Vehicles | 56.82 % | — | 9 |
| 4560 | CA Vehicles High | 56.82 % | — | 9 |
| 4586 | CA Junk T0 | 26.32 % | — | 7 |
| 4566 | CA Fishing Crate 1 | 24.78 % | — | 16 |
| 4587 | CA Junk T1 | 22.88 % | — | 9 |
| 4565 | CA Fishing Crate 0 | 18.77 % | — | 14 |
| 4491 | CA Mesadyne High Zombie | 13.20 % | — | 65 |
| 4481 | CA Whitney Military Low Zombie | 13.10 % | — | 44 |
| 4490 | CA Mesadyne Low Zombie | 12.62 % | — | 57 |
| 4478 | CA Whitney Military High Zombie | 11.64 % | — | 51 |
| 4467 | CA BBunker Richmans High | 11.16 % | — | 61 |
| 4462 | CA Cache PMC Low | 10.98 % | — | 54 |
| 4461 | CA Cache PMC High | 10.96 % | — | 59 |
| 4422 | CA Construction Common | 10.64 % | — | 11 |
| 4466 | CA BBunker Richmans Low | 10.59 % | — | 57 |
| 4486 | CA Mesadyne High | 10.19 % | — | 69 |
| 4564 | CA Deadzone Stacks | 10.17 % | — | 14 |
| 4472 | CA Whitney Military High | 10.08 % | — | 55 |
| 4471 | CA Whitney Military Low | 9.82 % | — | 51 |
| 4483 | CA Mesadyne Low | 9.02 % | — | 64 |
| 4441 | CA Military Reactor Zombie | 8.96 % | — | 53 |
| 4518 | CA Fort Gas | 8.23 % | — | 18 |
| 4447 | CA Military Reactor Special | 8.00 % | — | 17 |
| 4434 | CA Military Fort Zombie | 7.89 % | — | 48 |
| 4442 | CA Military Reactor | 5.41 % | — | 42 |
| 4435 | CA Military Fort | 4.81 % | — | 60 |
| 4421 | CA Construction Materials | 4.73 % | — | 16 |
| 4420 | CA Construction | 2.71 % | — | 35 |
| 4373 | CA Sawmill Supply | 2.23 % | — | 35 |
| 4433 | CA Concrete Factory | 2.03 % | — | 35 |
| 4513 | CA Dumpster | 1.80 % | — | 46 |
| 4401 | CA Mine | 1.48 % | — | 36 |
| 4374 | CA Sawmill | 1.45 % | — | 35 |
| 4399 | CA Militia Sawmill | 0.87 % | — | 50 |
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.).
Metal Scrap ×1
GUID 72cc2bb386714968bde623f143e73aad
Type Supply
Rarity Uncommon
ID 4266
Size_X 1
Size_Y 1
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
InputItems this x 15
OutputItems "41cbd5ed1dc444d7a7af9043d4652a0f" // Stack of Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Actions 3
Action_0_Type Blueprint
Action_0_Source 4269
Action_0_Blueprints 3
Action_0_Blueprint_0_Index 2
Action_0_Blueprint_0_Link
Action_1_Type Blueprint
Action_1_Source 4267
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_0_Link
Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 0