1×2 (2)

Inventory size

30 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (18)
22 blueprints
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
How loot works in Unturned Sections that apply to this magazine are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
AK74 Mag Steel.dat
GUID 1a1667aaf9714b1498b1ecd9fdb39265
Type Magazine
Rarity Rare
ID 59191

Size_X 1
Size_Y 2
Size_Z 0.3

Amount 30
Count_Min 5
Count_Max 30

Calibers 1
Caliber_0 56002

Spread 1
Shake 1.1
Recoil_X 1
Recoil_Y 1
Equipable_Movement_Speed_Multiplier 0.995

Tracer 48
Explosive
Explosion 55074

Blueprints 12
// 30rnd packets
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 58008
Blueprint_0_Build 55048
// 6L20
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 58006
Blueprint_1_Supply_0_Critical
Blueprint_1_Build 55048
// 6L23
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 58022
Blueprint_2_Supply_0_Critical
Blueprint_2_Build 55048
// 6L18
Blueprint_3_Type Ammo
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 58126
Blueprint_3_Supply_0_Critical
Blueprint_3_Build 55048
// Plum 6L20
Blueprint_4_Type Ammo
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 58188
Blueprint_4_Supply_0_Critical
Blueprint_4_Build 55048
// 6L26
Blueprint_5_Type Ammo
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 58504
Blueprint_5_Supply_0_Critical
Blueprint_5_Build 55048
// Ak-12 Magazine
Blueprint_6_Type Ammo
Blueprint_6_Supplies 1
Blueprint_6_Supply_0_ID 58684
Blueprint_6_Supply_0_Critical
Blueprint_6_Build 55048
// RPK-16 Drum
Blueprint_7_Type Ammo
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 58699
Blueprint_7_Supply_0_Critical
Blueprint_7_Build 55048
// 6L31 Quadstack Mag
Blueprint_8_Type Ammo
Blueprint_8_Supplies 1
Blueprint_8_Supply_0_ID 58737
Blueprint_8_Supply_0_Critical
Blueprint_8_Build 55048
// AK74 Steel Magazine
Blueprint_9_Type Ammo
Blueprint_9_Supplies 1
Blueprint_9_Supply_0_ID 59191
Blueprint_9_Build 55048
// Type 88-2 Helical Mag
Blueprint_10_Type Ammo
Blueprint_10_Supplies 1
Blueprint_10_Supply_0_ID 59189
Blueprint_10_Supply_0_Critical
Blueprint_10_Build 55048
// Type 98-3 Helical Mag
Blueprint_11_Type Ammo
Blueprint_11_Supplies 1
Blueprint_11_Supply_0_ID 59194
Blueprint_11_Supply_0_Critical
Blueprint_11_Build 55048