32 blueprints
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This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
Ak 5 Mag 458 SCM.dat
GUID 03c40927b7c14d938d4cc6dacd1a7d81
Type Magazine
Rarity Rare
ID 59496
Size_X 1
Size_Y 2
Size_Z 0.3
Amount 10
Count_Min 5
Count_Max 10
Calibers 1
Caliber_0 56195
Spread 1
Shake 1.1
Recoil_X 1.05
Recoil_Y 1.3
Equipable_Movement_Speed_Multiplier 0.995
Tracer 48
Explosive
Explosion 55116
Blueprints 17
// Ammo Crate
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59506
Blueprint_0_Build 55048
// STANAG mag
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59490
Blueprint_1_Supply_0_Critical
Blueprint_1_Build 55048
// Dark STANAG mag
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 59491
Blueprint_2_Supply_0_Critical
Blueprint_2_Build 55048
// Surefire 60rnd mag
Blueprint_3_Type Ammo
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 59492
Blueprint_3_Supply_0_Critical
Blueprint_3_Build 55048
// Dark STANAG 20rnd
Blueprint_4_Type Ammo
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 59494
Blueprint_4_Supply_0_Critical
Blueprint_4_Build 55048
// STANAG 20rnd
Blueprint_5_Type Ammo
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 59493
Blueprint_5_Supply_0_Critical
Blueprint_5_Build 55048
// SCAR-L mag
Blueprint_6_Type Ammo
Blueprint_6_Supplies 1
Blueprint_6_Supply_0_ID 59495
Blueprint_6_Supply_0_Critical
Blueprint_6_Build 55048
// AK 5 Mag
Blueprint_7_Type Ammo
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 59496
Blueprint_7_Build 55048
// Black PMAG
Blueprint_8_Type Ammo
Blueprint_8_Supplies 1
Blueprint_8_Supply_0_ID 59497
Blueprint_8_Supply_0_Critical
Blueprint_8_Build 55048
// Tan PMAG
Blueprint_9_Type Ammo
Blueprint_9_Supplies 1
Blueprint_9_Supply_0_ID 59498
Blueprint_9_Supply_0_Critical
Blueprint_9_Build 55048
// OD PMAG
Blueprint_10_Type Ammo
Blueprint_10_Supplies 1
Blueprint_10_Supply_0_ID 59499
Blueprint_10_Supply_0_Critical
Blueprint_10_Build 55048
// Orange PMAG
Blueprint_11_Type Ammo
Blueprint_11_Supplies 1
Blueprint_11_Supply_0_ID 59500
Blueprint_11_Supply_0_Critical
Blueprint_11_Build 55048
// Black Window PMAG
Blueprint_12_Type Ammo
Blueprint_12_Supplies 1
Blueprint_12_Supply_0_ID 59501
Blueprint_12_Supply_0_Critical
Blueprint_12_Build 55048
// Tan Window PMAG
Blueprint_13_Type Ammo
Blueprint_13_Supplies 1
Blueprint_13_Supply_0_ID 59502
Blueprint_13_Supply_0_Critical
Blueprint_13_Build 55048
// OD Window PMAG
Blueprint_14_Type Ammo
Blueprint_14_Supplies 1
Blueprint_14_Supply_0_ID 59503
Blueprint_14_Supply_0_Critical
Blueprint_14_Build 55048
// Orange Window PMAG
Blueprint_15_Type Ammo
Blueprint_15_Supplies 1
Blueprint_15_Supply_0_ID 59504
Blueprint_15_Supply_0_Critical
Blueprint_15_Build 55048
// PMAG D-60 Drum
Blueprint_16_Type Ammo
Blueprint_16_Supplies 1
Blueprint_16_Supply_0_ID 59505
Blueprint_16_Supply_0_Critical
Blueprint_16_Build 55048