2 x 2 (4)
Inventory Size
1
Amount
2
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.
Barrel Attachment Case
Where to find this Item
GUID c56583e71aaa45e895a0eddb31b0521f
Type Supply
Rarity Rare
ID 6250
Size_X 2
Size_Y 2
Blueprints 2
Blueprint_0_Type Supply
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 6250
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_0_Critical True
Blueprint_0_Products 1
Blueprint_0_Product 6252
Blueprint_0_Rewards 1
Blueprint_0_Reward_0_Type Item_Random
Blueprint_0_Reward_0_ID 4283
Blueprint_0_Reward_0_Amount 1
Blueprint_0_Build 4038
Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 6250
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 6807
Blueprint_1_Output_0_Amount 1
Blueprint_1_Build 27
Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1