2 x 2 (4)
Inventory Size
1
Amount
11
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.
Compound
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4552 | CA Beacon Raiding | 22.73 % | — | 7 |
| 4547 | CA Beacon | 8.59 % | — | 18 |
| 4527 | CA Whitney Military Mega | 8.20 % | — | 13 |
| 4526 | CA Mesadyne Mega | 8.06 % | — | 13 |
| 4477 | CA Whitney Military Special | 2.96 % | — | 18 |
| 4489 | CA Mesadyne Special | 2.53 % | — | 19 |
| 4461 | CA Cache PMC High | 1.66 % | — | 59 |
| 4467 | CA BBunker Richmans High | 0.75 % | — | 61 |
| 4483 | CA Mesadyne Low | 0.56 % | — | 64 |
| 4471 | CA Whitney Military Low | 0.51 % | — | 51 |
| 4478 | CA Whitney Military High Zombie | 0.50 % | — | 51 |
| 4472 | CA Whitney Military High | 0.49 % | — | 55 |
| 4491 | CA Mesadyne High Zombie | 0.44 % | — | 65 |
| 4490 | CA Mesadyne Low Zombie | 0.42 % | — | 57 |
| 4486 | CA Mesadyne High | 0.39 % | — | 69 |
| 4481 | CA Whitney Military Low Zombie | 0.19 % | — | 44 |
GUID 04214d7cd3e14d4d9e915fb328972c39
Type Supply
Rarity Legendary
ID 4415
Size_X 2
Size_Y 2
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
InputItems this x 4
OutputItems "817d8079498b49e5b284185c56620003" // Stack of Compound
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
]
Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
InventoryAudio Sounds/Inventory/Liquid_Metal.wav