2 x 2 (4)

Inventory Size

1

Amount

15

Blueprints

15 blueprints
Apparel
+
=
2 x
2 x
Apparel
+
=
2 x
2 x
Apparel
+
=
2 x
2 x
Apparel
+
=
2 x
2 x
Apparel
+
=
2 x
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
2 x
Tool
+
=
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.

Jackrabbit Corpse 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
CA Dead Jackrabbit 100.0 %
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
4558 CA Dead Jackrabbit 100.00 % 1
CA_Jackrabbit_Dead.dat
GUID 3eb782929d5141bca85ec0ea4a8346d1
Type Supply
Rarity Common
ID 6822

Size_X 2
Size_Y 2

Blueprints
[
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
			}
			{
				ID "2bcd3b315ce947edad9266aaa29cfd16" // Machete
				Delete false
			}
		]
		OutputItems
		[
			"43abc6538c0b449a9581079c30d88a81 x 2" // Hide
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
			}
			{
				ID "76e897a705974f39a9d1e91adf6ed621" // Butcher Knife
				Delete false
			}
		]
		OutputItems
		[
			"43abc6538c0b449a9581079c30d88a81 x 2" // Hide
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
			}
			{
				ID "b6a883494c89419892667c2e66d477e1" // Kitchen Knife
				Delete false
			}
		]
		OutputItems
		[
			"43abc6538c0b449a9581079c30d88a81 x 2" // Hide
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
			}
			{
				ID "7df4441aa68d48c5ba85609b911d2558" // Military Knife
				Delete false
			}
		]
		OutputItems
		[
			"43abc6538c0b449a9581079c30d88a81 x 2" // Hide
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
			}
			{
				ID "3a539ca7fe0443f69e7794bd7d788343" // Military Knife
				Delete false
			}
		]
		OutputItems
		[
			"43abc6538c0b449a9581079c30d88a81 x 2" // Hide
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "2bcd3b315ce947edad9266aaa29cfd16" // Machete
				Delete false
			}
		]
		OutputItems
		[
			"ad93e756cf854c8297a097fc5f4ae5f8" // Jackrabbit Trophy
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "76e897a705974f39a9d1e91adf6ed621" // Butcher Knife
				Delete false
			}
		]
		OutputItems
		[
			"ad93e756cf854c8297a097fc5f4ae5f8" // Jackrabbit Trophy
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "b6a883494c89419892667c2e66d477e1" // Kitchen Knife
				Delete false
			}
		]
		OutputItems
		[
			"ad93e756cf854c8297a097fc5f4ae5f8" // Jackrabbit Trophy
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "7df4441aa68d48c5ba85609b911d2558" // Military Knife
				Delete false
			}
		]
		OutputItems
		[
			"ad93e756cf854c8297a097fc5f4ae5f8" // Jackrabbit Trophy
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "3a539ca7fe0443f69e7794bd7d788343" // Military Knife
				Delete false
			}
		]
		OutputItems
		[
			"ad93e756cf854c8297a097fc5f4ae5f8" // Jackrabbit Trophy
			"4b43a82184344d9aa8729373de47d4e5 x 2" // Raw Steak
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Actions 3
Action_0_Type Blueprint
Action_0_Blueprints 5
Action_0_Blueprint_0_Index 0
Action_0_Blueprint_1_Index 1
Action_0_Blueprint_2_Index 2
Action_0_Blueprint_3_Index 3
Action_0_Blueprint_4_Index 4
Action_0_Key Salvage

Action_1_Type Blueprint
Action_1_Source 6824
Action_1_Blueprints 5
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_1_Index 1
Action_1_Blueprint_2_Index 2
Action_1_Blueprint_3_Index 3
Action_1_Blueprint_4_Index 4

Action_2_Type Blueprint
Action_2_Blueprints 5
Action_2_Blueprint_0_Index 5
Action_2_Blueprint_1_Index 6
Action_2_Blueprint_2_Index 7
Action_2_Blueprint_3_Index 8
Action_2_Blueprint_4_Index 9