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Loot

Loot is in containers in the raid sites and in the buildings of the settlements out in the open world: crates, cabinets, lockers, desks, pallets, racks, wardrobes, cupboards and shelves. Open one with Interact and search it: each stack takes a moment to reveal, and you cannot take anything until the search is done. A raid site’s containers are filled anew every time you visit it. A settlement’s containers keep what you left in them, and refill 30 in-game days after your last visit. Some traces in the wild hold loot too: a lost cargo crate, a wrecked car’s boot and a camp’s lost backpack. They keep what you left and refill like a settlement’s.

  • A container makes a number of picks from its table. Each pick is one stack, chosen by the chances below; the same item can come up twice.
  • Some containers always hold certain items, on top of the picks.
  • In a raid site, which container you find depends on the site type and how deep the room is: the further from the doors, the better the table. In a settlement, it depends on the building: a house has wardrobes and kitchen cupboards, a barn feed bins and tool racks.
  • Condition. Guns and armour come worn. A worn gun spreads more and jams once it is below about half; a worn armour piece protects less. Repair them at a workbench with a Weapon Repair Kit. Vehicle parts come worn too; a part at full wear is broken.

The chance per pick is the item’s share of the table. A table with 3 picks and a 10% item gives that item in about a quarter of containers. Every item’s page also lists where it is found. What comes only from the planet and the rift is gathered under rift and planet materials.

Crates in towns (the outer rooms), industrial parks and on the bunker’s surface, and the storage crates in the store rooms of settlements.

2 to 4 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 25%–80% condition.

Item Chance per pick How many
Wood 8.5% 2–8
Stone 8.5% 3–12
Coffee 5.1% 1–3
9mm Round 5.1% 10–30
Bottled Water 4.3% 1–2
Canned Food 3.4% 1–2
Plank 3.4% 2–6
Scrap Metal 3.4% 1–4
Cloth 3.4% 1–3
12 Gauge Shell 2.6% 2–8
Health Bag 2.6% 1
Energy Bar 2.6% 1–3
Soda 2.6% 1–2
Bandage 2.6% 1–2
Nails 2.6% 5–20
Pistol Magazine 1.7% 1
Axe 1.7% 1
Pickaxe 1.7% 1
Brown Shirt 1.7% 1
Blue Pants 1.7% 1
Black Shoes 1.7% 1
Pouch 1.7% 1
.357 Round 1.7% 4–12
Battery 1.7% 1–2
Salt 1.7% 1–2
Survey Data Card 1.7% 1
Shotgun 0.9% 1
Small Pack 0.9% 1
Smoke Grenade 0.9% 1
Stimulant 0.9% 1
Canteen 0.9% 1
Warm Coat 0.9% 1
Wool Hat 0.9% 1
Duct Tape 0.9% 1
.357 Revolver 0.9% 1
Double-Barrel Shotgun 0.9% 1
12 Gauge Slug 0.9% 2–6
Flashlight 0.9% 1
Hunting Knife 0.9% 1
Arrow 0.9% 3–8
Snare 0.9% 1
Leather Gloves 0.9% 1
Site Plan 0.9% 1
Field Radio 0.9% 1
Bicycle wheel 0.9% 1
Chain 0.9% 1
Spark plug 0.9% 1–2
Fuel can 0.9% 1
Fuel bottle 0.9% 1–2
Wrench 0.9% 1

Medical cabinets in the middle and deep rooms of towns and in hospitals.

1 to 2 picks; searching takes 0.8 s per stack.

Always holds: Health Bag (1–2).

Item Chance per pick How many
Health Bag 27% 1–3
Bandage 16.2% 1–3
Coffee 10.8% 1–2
Painkillers 10.8% 1–2
Antibiotics 8.1% 1
Tourniquet 8.1% 1
Cloth 8.1% 1–3
Bottled Water 5.4% 1
Surgery Kit 2.7% 1
Chemicals 2.7% 1

Weapon lockers in the deepest rooms of towns.

1 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 35%–90% condition.

Always holds: 9mm Round (15–30).

Item Chance per pick How many
9mm Round 14.3% 10–30
Pistol Magazine 7.1% 1
12 Gauge Shell 7.1% 4–12
Pistol 5.7% 1
5.56 Round 5.7% 10–30
.357 Round 5.7% 6–18
Helmet 4.3% 1
.357 Revolver 4.3% 1
Double-Barrel Shotgun 4.3% 1
Shotgun 2.9% 1
Rifle Magazine 2.9% 1
Body Armour 2.9% 1
Pouch 2.9% 1
Smoke Grenade 2.9% 1
Bolt-Action Rifle 2.9% 1
.308 Round 2.9% 5–15
9mm Hollow Point 2.9% 10–25
Arrow 2.9% 5–15
Rifle 1.4% 1
Backpack 1.4% 1
Small Pack 1.4% 1
Blueprint: Firearms 1.4% 1
Blueprint: Ammunition 1.4% 1
Blueprint: Defences 1.4% 1
Red Dot Sight 1.4% 1
Extended Pistol Magazine 1.4% 1
Weapon Repair Kit 1.4% 1
Bow 1.4% 1
Fletched Arrow 1.4% 5–10

The grocery shelves of a town’s supermarket and grocery shops.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Canned Food 21.6% 1–3
Energy Bar 16.2% 1–3
Soda 16.2% 1–3
Bottled Water 16.2% 1–3
Coffee 10.8% 1–3
Salt 8.1% 1–5
Berry Jam 8.1% 1–2
MRE 2.7% 1

The shelves of a town’s pharmacy.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Painkillers 30.8% 1–3
Bandage 23.1% 1–3
Antibiotics 15.4% 1–2
Health Bag 11.5% 1–2
Antitox Pills 7.7% 1
Tourniquet 7.7% 1
Bottled Water 3.8% 1

The shelves of a town’s hardware shop.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Nails 17.1% 5–25
Duct Tape 14.3% 1–2
Battery 11.4% 1–3
Plank 11.4% 2–6
Hammer 8.6% 1
Wrench 8.6% 1
Copper Wire 8.6% 2–6
Shovel 5.7% 1
Axe 5.7% 1
Flashlight 5.7% 1
Bottled Water 2.9% 1

The display fridges of a town’s supermarket, grocery shops and cafés.

1 to 3 picks; searching takes 0.5 s per stack.

Item Chance per pick How many
Soda 32% 1–3
Bottled Water 32% 1–3
Rotten Meat 16% 1–2
Canned Food 12% 1–2
Energy Bar 8% 1–2

The till at the checkout of a town shop.

0 to 2 picks; searching takes 0.5 s per stack.

Item Chance per pick How many
Energy Bar 28.6% 1
Battery 21.4% 1
Soda 21.4% 1
Painkillers 14.3% 1
Duct Tape 7.1% 1
Bottled Water 7.1% 1

The clothes racks of a town’s clothes shop.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Brown Shirt 21.7% 1
Blue Pants 21.7% 1
Black Shoes 13% 1
Wool Hat 13% 1
Warm Coat 8.7% 1
Leather Gloves 8.7% 1
Leather Boots 4.3% 1
Fur Hat 4.3% 1
Bottled Water 4.3% 1

Pallets near the doors of industrial warehouses.

2 to 4 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Wood 16.7% 4–16
Stone 16.7% 6–20
Plank 10% 4–10
Scrap Metal 10% 2–6
Coal 8.3% 3–10
Nails 8.3% 10–30
Iron Ore 6.7% 2–8
Copper Ore 5% 2–8
Chemicals 5% 1–2
Bottled Water 3.3% 1
Fuel can 3.3% 1
Gas Filter 1.7% 1
Motorbike tyre 1.7% 1
Tyre 1.7% 1
Jerry can 1.7% 1

Tool racks in the back rooms of industrial warehouses.

1 to 2 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Axe 6.3% 1
Pickaxe 6.3% 1
Pouch 4.7% 1
Coffee 4.7% 1–2
Bottled Water 4.7% 1
Scrap Metal 4.7% 1–3
Nails 4.7% 5–20
Battery 4.7% 1–3
Small Pack 3.1% 1
Canned Food 3.1% 1
Soda 3.1% 1
Energy Bar 3.1% 1–2
Gas Filter 3.1% 1–2
Duct Tape 3.1% 1–2
Flashlight 3.1% 1
Hunting Knife 3.1% 1
Snare 3.1% 1
Chain 3.1% 1
Spark plug 3.1% 1–4
Wrench 3.1% 1
Antitox Pills 1.6% 1
Gas Mask 1.6% 1
Blueprint: Tools 1.6% 1
Blueprint: Power 1.6% 1
Blueprint: Stone Building 1.6% 1
Blueprint: Chem Bench 1.6% 1
Blueprint: Boat Kit 1.6% 1
Weapon Repair Kit 1.6% 1
Heavy Trap 1.6% 1
Field Radio 1.6% 1
Site Plan 1.6% 1
Car battery 1.6% 1
Engine parts 1.6% 1
Blueprint: Vehicle Parts 1.6% 1

Desks in the offices of industrial parks and the front rooms of hospitals.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Coffee 23.5% 1–3
Soda 11.8% 1–2
Bottled Water 11.8% 1
9mm Round 8.8% 5–15
Energy Bar 8.8% 1–2
Pouch 5.9% 1
Canned Food 5.9% 1
Survey Data Card 5.9% 1
Site Plan 5.9% 1
Pistol Magazine 2.9% 1
Health Bag 2.9% 1
Duct Tape 2.9% 1
Battery 2.9% 1

Pallet racking in the warehouse halls of industrial parks.

2 to 4 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Wood 16.2% 2–8
Plank 16.2% 2–6
Scrap Metal 16.2% 2–8
Nails 10.8% 5–20
Copper Wire 8.1% 2–6
Chemicals 8.1% 1–3
Coal 8.1% 2–10
Iron Ingot 5.4% 1–4
Duct Tape 5.4% 1
Toxic Waste 2.7% 1
Bottled Water 2.7% 1

Workbenches in the halls of industrial parks.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Nails 16.7% 5–20
Scrap Metal 16.7% 1–6
Duct Tape 13.3% 1
Hammer 10% 1
Wrench 10% 1
Copper Wire 10% 1–4
Spark plug 6.7% 1–2
Battery 6.7% 1–2
Weapon Repair Kit 3.3% 1
Gunpowder 3.3% 2–8
Bottled Water 3.3% 1

Filing cabinets in the offices of industrial parks, police stations and hospitals, in bunker comms and command rooms, and in the back offices of town shops.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Coffee 23.8% 1–2
Battery 14.3% 1–2
Painkillers 14.3% 1–2
Duct Tape 9.5% 1
Copper Wire 9.5% 1–4
9mm Round 9.5% 3–10
Energy Bar 9.5% 1
Pistol Magazine 4.8% 1
Bottled Water 4.8% 1

Staff lockers in the locker rooms and offices of industrial parks and hospitals.

1 to 2 picks; searching takes 1 s per stack.

Item Chance per pick How many
Brown Shirt 13.6% 1
Blue Pants 13.6% 1
Coffee 13.6% 1–2
Energy Bar 13.6% 1–2
Soda 13.6% 1
Black Shoes 9.1% 1
Wool Hat 9.1% 1
Warm Coat 4.5% 1
Pouch 4.5% 1
Bottled Water 4.5% 1

Desks in a police station’s corridor, offices and cells.

1 to 3 picks; searching takes 0.8 s per stack; guns, armour and vehicle parts come in 40%–90% condition.

Item Chance per pick How many
9mm Round 17.8% 10–25
12 Gauge Shell 8.9% 3–8
Coffee 8.9% 1–2
Pistol Magazine 6.7% 1
Bottled Water 6.7% 1
Painkillers 4.4% 1
Energy Bar 4.4% 1
Canned Food 4.4% 1
Bandage 4.4% 1
.357 Round 4.4% 6–12
Flashlight 4.4% 1
Battery 4.4% 1–2
Site Plan 4.4% 1–2
Intel Data Card 4.4% 1
Pistol 2.2% 1
Antibiotics 2.2% 1
.357 Revolver 2.2% 1
Survey Data Card 2.2% 1
GPS Receiver 2.2% 1

The weapon lockers of a police station’s armoury, its deepest room.

2 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 50%–95% condition.

Always holds: 9mm Round (20–40).

Item Chance per pick How many
9mm Round 10.8% 15–30
12 Gauge Shell 8.1% 6–15
Pistol Magazine 6.8% 1
Pistol 5.4% 1
Shotgun 4.1% 1
Helmet 4.1% 1
SMG Magazine 4.1% 1
9mm AP Round 4.1% 10–25
9mm Hollow Point 4.1% 10–25
Body Armour 2.7% 1
Smoke Grenade 2.7% 1
Stimulant 2.7% 1
Tourniquet 2.7% 1
Bandage 2.7% 1–2
Bottled Water 2.7% 1
SMG 2.7% 1
.357 Round 2.7% 6–18
Extended Pistol Magazine 2.7% 1
Flashlight 2.7% 1
Battery 2.7% 1–3
Crossbow Bolt 2.7% 5–10
Rifle 1.4% 1
Gas Mask 1.4% 1
Blueprint: Firearms 1.4% 1
Blueprint: Ammunition 1.4% 1
Blueprint: Defences 1.4% 1
9mm Suppressor 1.4% 1
Red Dot Sight 1.4% 1
.357 Revolver 1.4% 1
Weapon Repair Kit 1.4% 1
Gen-1 Night Vision 1.4% 1
Crossbow 1.4% 1
Intel Data Card 1.4% 1

Lockers in a police station’s locker room and in the anteroom of its armoury.

1 to 3 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 30%–80% condition.

Item Chance per pick How many
9mm Round 15.4% 5–15
Brown Shirt 11.5% 1
Blue Pants 11.5% 1
Battery 11.5% 1–2
Bandage 11.5% 1–2
Black Shoes 7.7% 1
Helmet 7.7% 1
Flashlight 7.7% 1
Tourniquet 7.7% 1
Body Armour 3.8% 1
Bottled Water 3.8% 1

The shelves of a police station’s evidence room.

1 to 3 picks; searching takes 1.3 s per stack; guns, armour and vehicle parts come in 20%–80% condition.

Item Chance per pick How many
9mm Round 17.9% 5–20
.357 Round 10.7% 4–12
12 Gauge Shell 10.7% 2–8
Painkillers 10.7% 1–3
.357 Revolver 7.1% 1
Pistol 7.1% 1
Hunting Knife 7.1% 1
Stimulant 7.1% 1
Cloth 7.1% 1–3
Battery 7.1% 1–2
SMG Magazine 3.6% 1
Bottled Water 3.6% 1

Riot gear racks in a police station’s armoury and its anteroom.

1 to 2 picks; searching takes 1.3 s per stack; guns, armour and vehicle parts come in 40%–90% condition.

Item Chance per pick How many
Helmet 17.4% 1
Body Armour 13% 1
Gas Mask 13% 1
Gas Filter 13% 1–2
Smoke Grenade 13% 1–2
12 Gauge Shell 13% 4–12
12 Gauge Slug 8.7% 2–8
Shotgun 4.3% 1
Bottled Water 4.3% 1

The cabinets of a hospital’s pharmacy, its deepest room.

1 to 3 picks; searching takes 0.8 s per stack.

Always holds: Health Bag (2–4).

Item Chance per pick How many
Health Bag 20% 1–3
Bandage 16% 1–4
Painkillers 12% 1–3
Coffee 10% 1–3
Antibiotics 10% 1–2
Tourniquet 6% 1
Bottled Water 6% 1
Surgery Kit 4% 1
Cloth 4% 1–3
Chemicals 4% 1–2
Antitox Pills 2% 1
Blueprint: Medical 2% 1
Blueprint: Filters 2% 1
Blueprint: Chem Bench 2% 1

Bedside cabinets beside the beds of a hospital’s wards.

1 to 2 picks; searching takes 0.5 s per stack.

Item Chance per pick How many
Painkillers 23.8% 1–2
Bandage 19% 1–2
Bottled Water 19% 1
Energy Bar 14.3% 1
Antibiotics 9.5% 1
Coffee 9.5% 1
Health Bag 4.8% 1

Medical carts in a hospital’s wards, nurses’ station and operating rooms.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Bandage 25% 1–4
Health Bag 16.7% 1–2
Painkillers 16.7% 1–3
Tourniquet 12.5% 1
Antibiotics 12.5% 1–2
Chemicals 8.3% 1–2
Surgery Kit 4.2% 1
Bottled Water 4.2% 1

Medicine shelves in a hospital’s nurses’ station and operating rooms.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Health Bag 24% 1–3
Bandage 24% 1–4
Painkillers 20% 1–3
Antibiotics 16% 1–2
Antitox Pills 4% 1
Surgery Kit 4% 1
Gas Filter 4% 1
Bottled Water 4% 1

Ammo crates underground in bunkers.

1 to 3 picks; searching takes 1.3 s per stack.

Always holds: 5.56 Round (15–40).

Item Chance per pick How many
5.56 Round 19.5% 10–30
9mm Round 14.6% 15–40
12 Gauge Shell 9.8% 5–15
.308 Round 9.8% 10–30
Rifle Magazine 7.3% 1
Pistol Magazine 7.3% 1
5.56 AP Round 7.3% 10–30
9mm AP Round 4.9% 10–30
5.56 Hollow Point 4.9% 10–30
12 Gauge Slug 4.9% 4–10
Battle Rifle Magazine 4.9% 1
SMG Magazine 4.9% 1

Lockers in the shallower underground rooms of bunkers.

1 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 50%–100% condition.

Item Chance per pick How many
Health Bag 7.4% 1–3
Helmet 5.9% 1
MRE 5.9% 1–2
Body Armour 4.4% 1
Small Pack 4.4% 1
Pouch 4.4% 1
Bottled Water 4.4% 1–2
Battery 4.4% 1–3
Backpack 2.9% 1
Smoke Grenade 2.9% 1
Stimulant 2.9% 1
Tourniquet 2.9% 1
Bandage 2.9% 1–2
Gas Mask 2.9% 1
Gas Filter 2.9% 1–2
Scrap Metal 2.9% 1–4
Flashlight 2.9% 1
Gen-1 Night Vision 2.9% 1
Intel Data Card 2.9% 1
Canteen 1.5% 1
Warm Coat 1.5% 1
Wool Hat 1.5% 1
Duct Tape 1.5% 1
Blueprint: Metal Building 1.5% 1
Blueprint: Power 1.5% 1
Blueprint: Defences 1.5% 1
Blueprint: Filters 1.5% 1
Blueprint: Farming 1.5% 1
Thermal Goggles 1.5% 1
Digital Night Vision 1.5% 1
Leather Vest 1.5% 1
Leather Boots 1.5% 1
Fur Hat 1.5% 1
Military Data Card 1.5% 1
GPS Receiver 1.5% 1
Field Radio 1.5% 1
Jerry can 1.5% 1

Weapon lockers in the deepest third of a bunker’s underground.

1 to 2 picks; searching takes 1.8 s per stack; guns, armour and vehicle parts come in 60%–100% condition.

Always holds: 5.56 Round (20–40).

Item Chance per pick How many
Rifle Magazine 12.5% 1
Rifle 10% 1
Shotgun 7.5% 1
Pistol 7.5% 1
Battle Rifle 7.5% 1
Battle Rifle Magazine 7.5% 1
SMG 5% 1
Vertical Foregrip 5% 1
Padded Stock 5% 1
SMG Magazine 5% 1
Crossbow Bolt 5% 5–15
Blueprint: Firearms 2.5% 1
Light Machine Gun 2.5% 1
Bolt-Action Rifle 2.5% 1
LMG Box Magazine 2.5% 1
Rifle Drum Magazine 2.5% 1
Rifle Scope 2.5% 1
5.56 Suppressor 2.5% 1
.308 Suppressor 2.5% 1
Crossbow 2.5% 1

Footlockers at the bunks of a bunker’s barracks, in its guard hut and supply rooms.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
MRE 16.7% 1–2
5.56 Round 16.7% 10–30
Bandage 12.5% 1–3
Canteen 8.3% 1
Wool Hat 8.3% 1
Rifle Magazine 8.3% 1
Flashlight 8.3% 1
Battery 8.3% 1–2
Warm Coat 4.2% 1
Smoke Grenade 4.2% 1
Bottled Water 4.2% 1

The gun racks on the walls of a bunker’s armoury.

1 to 2 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 50%–100% condition.

Always holds: 5.56 Round (10–30).

Item Chance per pick How many
Rifle Magazine 21.7% 1
Rifle 17.4% 1
Shotgun 13% 1
.308 Round 13% 10–25
Battle Rifle 8.7% 1
Bolt-Action Rifle 8.7% 1
Battle Rifle Magazine 8.7% 1
Weapon Repair Kit 4.3% 1
Bottled Water 4.3% 1

Office desks in the reception and offices of a lab’s surface building.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Coffee 18.2% 1–2
Soda 12.1% 1–2
Bottled Water 12.1% 1
Battery 12.1% 1–2
Energy Bar 9.1% 1–2
Copper Wire 9.1% 1–3
Duct Tape 6.1% 1
Painkillers 6.1% 1
Site Plan 6.1% 1
Flashlight 3% 1
Field Radio 3% 1
Survey Data Card 3% 1

Supply crates in a lab’s surface building and in the lobby of its containment level, the lab benches in its labs and clean rooms, and the hazmat lockers in its clean rooms and stairwell.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Chemicals 23.8% 1–3
Gas Filter 11.9% 1–2
Battery 11.9% 1–3
Copper Wire 11.9% 2–6
Antitox Pills 9.5% 1–2
Cloth 7.1% 1–3
Duct Tape 4.8% 1
Bottled Water 4.8% 1
Toxic Waste 4.8% 1
Painkillers 4.8% 1
Gas Mask 2.4% 1
Flashlight 2.4% 1

Medical cabinets in the lobby, sealed labs and specimen rooms of a lab’s containment level.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Health Bag 15.4% 1–2
Bandage 15.4% 1–3
Painkillers 12.8% 1–2
Antitox Pills 12.8% 1–2
Antibiotics 10.3% 1–2
Chemicals 7.7% 1–2
Stimulant 5.1% 1
Tourniquet 5.1% 1
Surgery Kit 5.1% 1
Gas Filter 5.1% 1
Bottled Water 5.1% 1

Specimen crates in the sealed labs and specimen rooms of a lab’s containment level, and the jar shelves of its specimen rooms.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Chemicals 21.4% 1–3
Antitox Pills 14.3% 1–2
Gas Filter 14.3% 1–2
Research Sample 10.7% 1
Toxic Waste 10.7% 1
Battery 10.7% 1–2
Stimulant 7.1% 1
Surgery Kit 3.6% 1
Gas Mask 3.6% 1
Bottled Water 3.6% 1

The crates in a lab’s containment chamber and in its sealed containment cells, once opened, and the chamber’s jar shelves. The only lab containers with blueprints.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
Research Sample 11.4% 1
Antitox Pills 9.1% 1–3
Gas Filter 9.1% 1–3
Chemicals 9.1% 2–4
Stimulant 6.8% 1
Battery 6.8% 2–4
Surgery Kit 4.5% 1
Gas Mask 4.5% 1
Antibiotics 4.5% 1–2
Bottled Water 2.3% 1
Blueprint: Medical 2.3% 1
Blueprint: Filters 2.3% 1
Blueprint: Chem Bench 2.3% 1
Rift Charge 2.3% 1
Pale Lantern 2.3% 1
Still Watch 2.3% 1
Mending Jar 2.3% 1
Rewind Clock 2.3% 1
Tomorrow Radio 2.3% 1
Wish Compass 2.3% 1
Blood Coin 2.3% 1
Skeleton Key 2.3% 1
Endless Battery 2.3% 1
Porcelain Mask 2.3% 1

Pallets at the fuel tank farms of a launch site.

2 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Scrap Metal 19% 2–6
Fuel can 14.3% 1
Nails 11.9% 5–15
Fuel bottle 9.5% 1–3
Chemicals 9.5% 1–2
Bottled Water 9.5% 1–2
Jerry can 7.1% 1
Duct Tape 7.1% 1
Copper Wire 7.1% 1–3
Wrench 4.8% 1

Tool racks on the floor of a launch site’s assembly hangar.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Wrench 12.8% 1
Scrap Metal 12.8% 2–6
Duct Tape 10.3% 1–2
Nails 10.3% 5–20
Spark plug 10.3% 1–3
Battery 10.3% 1–2
Copper Wire 10.3% 1–4
Hammer 7.7% 1
Engine parts 5.1% 1
Flashlight 5.1% 1
Bottled Water 5.1% 1

Supply crates on the floor of a launch site’s assembly hangar.

2 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
MRE 19.5% 1–2
Bottled Water 19.5% 1–3
Canned Food 9.8% 1–2
Energy Bar 9.8% 1–3
Battery 9.8% 1–3
Bandage 7.3% 1–3
Painkillers 4.9% 1
Duct Tape 4.9% 1
Oxygen Tank 4.9% 1
Anti-Rad Pills 4.9% 1
Canteen 2.4% 1
Flashlight 2.4% 1

Desks in the rooms of a launch site’s mission control and in the workshops and store rooms at the end of its assembly hangar.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Battery 18.2% 1–3
Coffee 15.2% 1–2
Bottled Water 12.1% 1
Copper Wire 12.1% 1–3
MRE 9.1% 1
Site Plan 9.1% 1
Field Radio 6.1% 1
Survey Data Card 6.1% 1
Painkillers 6.1% 1
GPS Receiver 3% 1
Flight Computer 3% 1

Flight hardware crates in the rooms of a launch site’s mission control and in the workshops and store rooms at the end of its assembly hangar. The only launch site containers with blueprints.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
Battery 18.2% 2–4
Copper Wire 15.2% 2–6
Flight Computer 12.1% 1
MRE 12.1% 1–2
Bottled Water 9.1% 1–2
Field Radio 6.1% 1
Car battery 6.1% 1
Oxygen Tank 6.1% 1
GPS Receiver 3% 1
Blueprint: Power 3% 1
Blueprint: Metal Building 3% 1
Fuel Cell 3% 1
Space Suit 3% 1

Cargo crates beside the aircraft wrecks on an airport’s apron.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Cloth 15.2% 1–4
Soda 15.2% 1–3
Scrap Metal 15.2% 1–4
Canned Food 12.1% 1–2
Bottled Water 12.1% 1–2
Brown Shirt 9.1% 1
Blue Pants 9.1% 1
Black Shoes 6.1% 1
Battery 6.1% 1

Luggage crates in an airport terminal: in the check-in hall and the baggage hall, at security and in the gate lounges, shops, offices and store rooms past the concourse; and the luggage piles in the check-in hall, at security, in the gate lounges, shops and baggage hall, and in the store rooms.

2 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Brown Shirt 9.8% 1
Blue Pants 9.8% 1
Black Shoes 7.8% 1
Canned Food 7.8% 1–2
Energy Bar 7.8% 1–3
Soda 7.8% 1–2
Bottled Water 7.8% 1–2
Wool Hat 5.9% 1
Coffee 5.9% 1–2
Painkillers 5.9% 1
Battery 5.9% 1–2
Leather Gloves 3.9% 1
Antibiotics 3.9% 1
Pouch 3.9% 1
Warm Coat 2% 1
Small Pack 2% 1
Flashlight 2% 1

Desks at an airport terminal’s security checkpoint (the office desks there too), with what was taken off the passengers.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Hunting Knife 16% 1
Painkillers 16% 1–2
Battery 16% 1–2
.357 Round 12% 6–18
Bottled Water 12% 1
Stimulant 8% 1
Antibiotics 8% 1
Flashlight 8% 1
.357 Revolver 4% 1

Desks in the gate lounges, shops, offices and store rooms past an airport terminal’s concourse, and the office desks in its offices.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Battery 16.7% 1–3
Coffee 13.9% 1–2
Soda 11.1% 1–2
Energy Bar 11.1% 1–2
Bottled Water 11.1% 1
Painkillers 8.3% 1
Site Plan 8.3% 1
Antibiotics 5.6% 1
Field Radio 5.6% 1
Survey Data Card 5.6% 1
GPS Receiver 2.8% 1

Ammo crates on the hangar floors, in the control tower and in the guard hut of an airport the military holds, and the ammo boxes on its hangar floors and in its control tower.

1 to 3 picks; searching takes 1.3 s per stack.

Always holds: 5.56 Round (10–30).

Item Chance per pick How many
5.56 Round 25.8% 10–25
9mm Round 19.4% 10–30
12 Gauge Shell 12.9% 4–12
Rifle Magazine 9.7% 1
Pistol Magazine 9.7% 1
Bottled Water 9.7% 1–2
5.56 AP Round 6.5% 10–20
SMG Magazine 6.5% 1

Gear crates on the hangar floors, in the barracks and store rooms, the control tower and the guard hut of an airport; the supply crates on the hangar floors, in the control tower and in the barracks; and the footlockers in the barracks.

1 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 40%–90% condition.

Item Chance per pick How many
MRE 15.2% 1–2
Helmet 12.1% 1
Bandage 12.1% 1–3
Bottled Water 12.1% 1–2
Body Armour 9.1% 1
Battery 9.1% 1–2
Tourniquet 6.1% 1
Smoke Grenade 6.1% 1
Flashlight 6.1% 1
Canteen 6.1% 1
Gas Mask 6.1% 1

Weapon lockers in the barracks and store rooms at the end of an airport’s hangars, and the weapon racks in the barracks.

1 to 2 picks; searching takes 1.8 s per stack; guns, armour and vehicle parts come in 50%–90% condition.

Always holds: 5.56 Round (15–30).

Item Chance per pick How many
Rifle Magazine 19.2% 1
Rifle 15.4% 1
Pistol 15.4% 1
Shotgun 11.5% 1
Pistol Magazine 11.5% 1
SMG 7.7% 1
SMG Magazine 7.7% 1
Bottled Water 7.7% 1
Battle Rifle 3.8% 1

Pallets among the transformers of a nuclear power plant’s switchyard.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Copper Wire 22.2% 2–6
Scrap Metal 14.8% 2–6
Battery 14.8% 1–2
Duct Tape 11.1% 1
Bottled Water 11.1% 1–2
Nails 7.4% 3–10
Wrench 7.4% 1
Chemicals 7.4% 1–2
Car battery 3.7% 1

Tool racks on the floor of a nuclear power plant’s turbine hall, and the workbenches in its workshops and on the turbine hall floor.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Wrench 13.3% 1
Copper Wire 13.3% 2–4
Battery 13.3% 1–2
Hammer 10% 1
Spark plug 10% 1–2
Duct Tape 10% 1
Bottled Water 10% 1–2
Engine parts 6.7% 1
Flashlight 6.7% 1
Gas Filter 6.7% 1

Stores crates on the floor of a nuclear power plant’s turbine hall, and the racking in its store rooms and on the turbine hall floor.

2 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Gas Filter 16.1% 1–2
Antitox Pills 12.9% 1–2
Chemicals 12.9% 1–3
Battery 12.9% 1–2
Bottled Water 12.9% 1–2
Canned Food 9.7% 1–2
MRE 9.7% 1
Bandage 9.7% 1–2
Hazmat Suit 3.2% 1

Desks in the workshops and store rooms at the end of a nuclear power plant’s turbine hall and in the rooms of its control building, and the office desks in its offices and the control room.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Battery 19.2% 1–2
Coffee 19.2% 1–3
Site Plan 11.5% 1
Antitox Pills 11.5% 1
Bottled Water 11.5% 1–2
Field Radio 7.7% 1
Survey Data Card 7.7% 1
Painkillers 7.7% 1
Geiger Counter 3.8% 1

Medical cabinets of hazmat gear in the workshops and store rooms at the end of a nuclear power plant’s turbine hall and in the rooms of its control building, and the lead-lined lockers in its locker room and decontamination room.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Gas Filter 22.2% 1–3
Antitox Pills 22.2% 1–3
Gas Mask 11.1% 1
Bandage 11.1% 1–2
Bottled Water 11.1% 1–2
Hazmat Suit 7.4% 1
Painkillers 7.4% 1
Leather Gloves 7.4% 1

Crates in a nuclear power plant’s reactor building, behind its thick walls: the containment hall and its two side rooms; and the lead-lined lockers in the containment hall. The only power plant containers with blueprints.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
Gas Filter 15.6% 1–3
Antitox Pills 15.6% 1–3
Battery 12.5% 1–3
Geiger Counter 9.4% 1
Gas Mask 9.4% 1
Chemicals 9.4% 1–3
Bottled Water 9.4% 1–2
Hazmat Suit 6.3% 1
Toxic Waste 6.3% 1
Blueprint: Power 3.1% 1
Blueprint: Filters 3.1% 1

Pallets on the landing pad of an abandoned colony on the planet.

2 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Scrap Metal 33.3% 2–6
Alien Ore 25% 1–4
Copper Wire 12.5% 1–3
Duct Tape 12.5% 1
Alien Alloy 8.3% 1
Oxygen Tank 8.3% 1

Tool racks in the airlocks, on the hangar floor and in the dome halls of an abandoned colony on the planet, and in the workshops and store rooms at the end of its hangar.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Wrench 17.2% 1
Scrap Metal 17.2% 2–6
Duct Tape 13.8% 1–2
Copper Wire 13.8% 1–4
Battery 13.8% 1–2
Hammer 10.3% 1
Flashlight 6.9% 1
Alien Alloy 6.9% 1

Supply crates in the airlocks, on the hangar floor and in the dome halls of an abandoned colony on the planet, and in the workshops and store rooms at the end of its hangar, and the cargo pods on its hangar floor.

2 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
MRE 19.5% 1–2
Bottled Water 19.5% 1–3
Canned Food 9.8% 1–2
Energy Bar 9.8% 1–3
Battery 9.8% 1–3
Bandage 7.3% 1–3
Cloth 7.3% 1–3
Oxygen Tank 7.3% 1
Anti-Rad Pills 4.9% 1
Alien Alloy 4.9% 1

Desks in the rooms past the dome halls of an abandoned colony on the planet (its labs, sealed rooms and living quarters), and the lab benches in its labs.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Battery 25% 1–3
Copper Wire 16.7% 1–3
Chemicals 16.7% 1–2
Painkillers 12.5% 1
Energy Crystal 12.5% 1–2
Field Radio 8.3% 1
Xeno Sample 8.3% 1

Crates in the rooms past the dome halls of an abandoned colony on the planet (its labs, sealed rooms and living quarters), and the sample cases in its labs and store rooms. The only colony containers with the beacon core.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
Energy Crystal 18.2% 1–3
Alien Alloy 15.2% 1–2
Xeno Sample 12.1% 1
Chemicals 12.1% 1–3
Oxygen Tank 9.1% 1
Space Suit 3% 1
Fuel Cell 3% 1
Beacon Core 3% 1
Blueprint: Planet Portal 3% 1
Blueprint: Alloy Suit 3% 1
Blueprint: Rad Visor 3% 1
Blueprint: Alloy Helmet 3% 1
Blueprint: Alloy Vest 3% 1
Blueprint: Crystal Rifle 3% 1
Blueprint: Alloy Wall 3% 1
Blueprint: Crystal Generator 3% 1

Crates on the surface of a lost expedition’s camp in the rift (its yard, its huts and the broken copy of the lab) and in the lobby and corridor of its deeper level, the supply crates in its stores hut, and the lab benches in the copy’s labs and clean rooms.

2 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Bottled Water 17.8% 1–3
MRE 15.6% 1–2
Canned Food 11.1% 1–2
Coffee 8.9% 1–2
Energy Bar 8.9% 1–3
Battery 8.9% 1–2
Bandage 6.7% 1–3
Cloth 6.7% 1–3
9mm Round 6.7% 5–15
Rift Shard 6.7% 1–3
Flashlight 2.2% 1

Desks on the surface of a lost expedition’s camp in the rift, the field desks in its command post, and the office desks in the reception and offices of the broken copy of the lab.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Battery 22.2% 1–3
Coffee 18.5% 1–2
Copper Wire 14.8% 1–3
Painkillers 11.1% 1
Bottled Water 11.1% 1
Rift Shard 11.1% 1–2
Field Radio 7.4% 1
Research Sample 3.7% 1

Expedition medical cabinets and med stations

Section titled “Expedition medical cabinets and med stations”

Medical cabinets in the lobby, corridor, sealed labs and specimen rooms of a lost expedition camp’s deeper level in the rift, the med stations in its shelters and its last stand, and the hazmat lockers in the clean rooms and stairwells of the broken copy of the lab.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Health Bag 18.2% 1–2
Bandage 18.2% 1–3
Painkillers 15.2% 1–2
Antibiotics 12.1% 1–2
Coffee 9.1% 1–2
Bottled Water 9.1% 1
Tourniquet 6.1% 1
Stimulant 6.1% 1
Surgery Kit 6.1% 1

Crates in the sealed labs, specimen rooms and anteroom of a lost expedition camp’s deeper level in the rift, the specimen cases in its field lab, and the jar shelves in its specimen rooms.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Rift Shard 27.6% 1–4
Void Matter 17.2% 1–3
Chemicals 17.2% 1–3
Research Sample 13.8% 1
Battery 10.3% 1–2
Bottled Water 6.9% 1
Anomaly Core 6.9% 1

Crates and supply crates in the last stand of a lost expedition’s camp in the rift, the deepest room, where the team made its stand. The only containers with the tear anchor, and the only ones in the rift with the rift charge.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
9mm Round 17.1% 10–25
5.56 Round 14.3% 10–25
Rift Shard 14.3% 2–5
Health Bag 11.4% 1–2
Void Matter 11.4% 1–3
Bottled Water 8.6% 1–2
Anomaly Core 8.6% 1
Rifle 2.9% 1
Rift Charge 2.9% 1
Tear Anchor 2.9% 1
Blueprint: Rift Portal 2.9% 1
Blueprint: Shard Gun 2.9% 1

What a dead zombie carries.

0 to 2 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Brown Shirt 13.8% 1
Blue Pants 13.8% 1
Black Shoes 13.8% 1
Coffee 10.3% 1
9mm Round 10.3% 2–8
Cloth 10.3% 1–2
Health Bag 3.4% 1
Pouch 3.4% 1
Bandage 3.4% 1
Bottled Water 3.4% 1
Soda 3.4% 1
Canned Food 3.4% 1
Energy Bar 3.4% 1
Scrap Metal 3.4% 1–2

A dead soldier carries their own kit: their weapons, magazines and gear.

What a hollow wore and carried, a dead survivor’s clothes and gear, spilled on the ground where it falls, in the rift and at the lab.

2 to 4 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 30%–70% condition.

Always holds: Brown Shirt, Blue Pants and Black Shoes.

Item Chance per pick How many
9mm Round 11.5% 5–15
Canned Food 11.5% 1
Bottled Water 11.5% 1
Bandage 11.5% 1–2
Pistol 7.7% 1
.357 Round 7.7% 3–8
12 Gauge Shell 7.7% 2–6
Painkillers 7.7% 1
Battery 7.7% 1–2
.357 Revolver 3.8% 1
Double-Barrel Shotgun 3.8% 1
Flashlight 3.8% 1
Small Pack 3.8% 1

A dead survivor’s gear, at a place an intel data card marks.

2 to 4 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 30%–80% condition.

Item Chance per pick How many
Canned Food 16.7% 1–2
Bottled Water 16.7% 1–2
Bandage 16.7% 1–2
9mm Round 12.5% 5–15
Painkillers 8.3% 1
Pouch 8.3% 1
Battery 8.3% 1–2
Pistol 4.2% 1
Survey Data Card 4.2% 1
Site Plan 4.2% 1

A hidden stash, at a place an intel data card marks.

3 to 5 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 50%–100% condition.

Item Chance per pick How many
9mm Round 13.3% 10–30
12 Gauge Shell 10% 4–10
Bandage 10% 1–3
MRE 10% 1–2
Battery 10% 1–3
5.56 Round 6.7% 10–30
Health Bag 6.7% 1
Bottled Water 6.7% 1–2
Gas Filter 6.7% 1
Smoke Grenade 3.3% 1
Stimulant 3.3% 1
Pistol 3.3% 1
Shotgun 3.3% 1
Survey Data Card 3.3% 1
Site Plan 3.3% 1

A wrecked bicycle in the open world: its parts are searched like a container.

1 to 2 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 20%–70% condition.

Item Chance per pick How many
Bicycle wheel 60% 1
Chain 40% 1

A wrecked motorbike in the open world: its parts are searched like a container.

1 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 15%–60% condition.

Item Chance per pick How many
Motorbike tyre 30% 1
Chain 20% 1
Spark plug 20% 1
Car battery 10% 1
Engine parts 10% 1
Fuel tank 10% 1

A wrecked car in the open world: its parts are searched like a container.

1 to 3 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 10%–60% condition.

Item Chance per pick How many
Tyre 30% 1
Spark plug 20% 1–4
Car battery 20% 1
Engine parts 10% 1
Fuel tank 10% 1
Fuel can 10% 1

A wrecked van in the open world: its parts are searched like a container.

2 to 4 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 10%–60% condition.

Item Chance per pick How many
Tyre 30% 1
Spark plug 20% 1–4
Car battery 20% 1
Engine parts 10% 1
Fuel tank 10% 1
Jerry can 10% 1

A wrecked truck in the open world: its parts are searched like a container.

2 to 4 picks; searching takes 1.5 s per stack; guns, armour and vehicle parts come in 10%–60% condition.

Item Chance per pick How many
Truck tyre 25% 1
Spark plug 16.7% 1–6
Car battery 16.7% 1
Engine parts 16.7% 1
Jerry can 16.7% 1
Fuel tank 8.3% 1

Dressers in the bedrooms of the houses and farmhouses of settlements, and the wardrobe of a cottage.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Brown Shirt 17.4% 1
Blue Pants 17.4% 1
Black Shoes 13% 1
Cloth 13% 1–3
Wool Hat 8.7% 1
Warm Coat 6.5% 1
Leather Gloves 6.5% 1
Pouch 6.5% 1
Small Pack 4.3% 1
Bottled Water 4.3% 1
Backpack 2.2% 1

Kitchen cupboards in the houses, cottages and farmhouses of settlements.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Canned Food 21.6% 1–3
Coffee 16.2% 1–3
Bottled Water 16.2% 1–2
Energy Bar 13.5% 1–2
Soda 13.5% 1–2
Salt 10.8% 1–3
Hunting Knife 5.4% 1
Canteen 2.7% 1

The shelves and the counter of a settlement’s shop, and the shop shelves of a gas station.

1 to 3 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Canned Food 15.4% 1–3
Energy Bar 15.4% 1–3
Soda 15.4% 1–3
Bottled Water 15.4% 1–3
Coffee 10.3% 1–2
Battery 10.3% 1–3
Cloth 7.7% 1–2
Bandage 7.7% 1–2
Flashlight 2.6% 1

The store room shelf and the counter of a gas station.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Soda 13.2% 1–2
Bottled Water 13.2% 1–2
Energy Bar 10.5% 1–2
Fuel bottle 10.5% 1–2
Canned Food 7.9% 1
Coffee 7.9% 1–2
Duct Tape 7.9% 1–2
Battery 7.9% 1–2
Spark plug 7.9% 1–3
Fuel can 5.3% 1
Wrench 5.3% 1
Jerry can 2.6% 1

The parts rack of a garage, and sometimes its desk.

1 to 3 picks; searching takes 1.3 s per stack; guns, armour and vehicle parts come in 20%–70% condition.

Item Chance per pick How many
Scrap Metal 17.2% 1–4
Nails 13.8% 5–20
Spark plug 13.8% 1–4
Wrench 10.3% 1
Hammer 10.3% 1
Duct Tape 10.3% 1–2
Tyre 6.9% 1
Car battery 6.9% 1
Bottled Water 6.9% 1
Engine parts 3.4% 1

Feed bins, shelves and tool racks in the barns and sheds of farms and villages.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Wood 27.6% 2–8
Plank 17.2% 1–4
Nails 13.8% 5–15
Berry Seeds 13.8% 1–5
Sinew 10.3% 1–3
Axe 6.9% 1
Bottled Water 6.9% 1
Pickaxe 3.4% 1

A fridge in a furnished kitchen; its food is often spoiled.

1 to 2 picks; searching takes 0.8 s per stack.

Item Chance per pick How many
Rotten Meat 25% 1–2
Soda 16.7% 1
Bottled Water 16.7% 1
Canned Food 8.3% 1
Berry Jam 8.3% 1
Salted Meat 8.3% 1
Smoked Meat 4.2% 1
Mushroom Stew 4.2% 1
Coffee 4.2% 1
Salt 4.2% 1

A dresser in a furnished bedroom or kids’ room.

1 to 2 picks; searching takes 1 s per stack.

Item Chance per pick How many
Brown Shirt 17.2% 1
Blue Pants 17.2% 1
Cloth 17.2% 1–3
Black Shoes 13.8% 1
Wool Hat 10.3% 1
Warm Coat 6.9% 1
Leather Gloves 6.9% 1
Pouch 3.4% 1
Bandage 3.4% 1
Bottled Water 3.4% 1

The drawers of a desk in a furnished office.

1 to 2 picks; searching takes 1 s per stack.

Item Chance per pick How many
Battery 23.8% 1–2
Copper Wire 14.3% 1
Duct Tape 14.3% 1
Flashlight 9.5% 1
Painkillers 9.5% 1
Coffee 9.5% 1
Survey Data Card 4.8% 1
9mm Round 4.8% 3–10
Energy Bar 4.8% 1
Bottled Water 4.8% 1

A toolbox in a furnished workshop, garage bay or barn.

1 to 3 picks; searching takes 1.3 s per stack; guns, armour and vehicle parts come in 20%–70% condition.

Item Chance per pick How many
Nails 19.2% 3–10
Duct Tape 15.4% 1
Scrap Metal 15.4% 1–3
Spark plug 11.5% 1
Copper Wire 11.5% 1
Wrench 7.7% 1
Hammer 7.7% 1
Chain 3.8% 1
Weapon Repair Kit 3.8% 1
Bottled Water 3.8% 1

A wardrobe in a furnished bedroom.

1 to 2 picks; searching takes 1 s per stack.

Item Chance per pick How many
Warm Coat 21.4% 1
Brown Shirt 14.3% 1
Blue Pants 14.3% 1
Black Shoes 10.7% 1
Wool Hat 10.7% 1
Cloth 10.7% 1–2
Leather Gloves 7.1% 1
Small Pack 3.6% 1
Pouch 3.6% 1
Bottled Water 3.6% 1

A crate of lost cargo out in the wild: by a road’s spilled load or a ruined shed.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
Canned Food 12.8% 1–3
Bottled Water 10.6% 1–2
Cloth 10.6% 1–3
Scrap Metal 10.6% 1–3
Energy Bar 8.5% 1–2
Plank 8.5% 1–3
Nails 8.5% 3–8
Soda 6.4% 1–2
Coffee 4.3% 1
Salt 4.3% 1
Duct Tape 4.3% 1
Battery 4.3% 1–2
Brown Shirt 2.1% 1
Blue Pants 2.1% 1
Black Shoes 2.1% 1

The boot of a wrecked car (a sedan or a hatchback) by the road.

1 to 3 picks; searching takes 1 s per stack; guns, armour and vehicle parts come in 25%–80% condition.

Item Chance per pick How many
Bottled Water 11.9% 1–2
Fuel bottle 9.5% 1
Soda 9.5% 1–2
Energy Bar 9.5% 1–2
Cloth 9.5% 1–2
Fuel can 7.1% 1
Spark plug 7.1% 1
Duct Tape 7.1% 1
Battery 7.1% 1–2
Canned Food 7.1% 1
Bandage 4.8% 1
Wrench 2.4% 1
Chain 2.4% 1
Flashlight 2.4% 1
Small Pack 2.4% 1

A backpack left behind at an old campsite.

1 to 3 picks; searching takes 1.3 s per stack.

Item Chance per pick How many
Bottled Water 15.8% 1–2
Canned Food 13.2% 1–2
Energy Bar 13.2% 1–2
Bandage 10.5% 1–2
Cloth 7.9% 1–2
Coffee 5.3% 1
Painkillers 5.3% 1
Arrow 5.3% 2–5
Battery 5.3% 1–2
Canteen 2.6% 1
Brown Shirt 2.6% 1
Wool Hat 2.6% 1
Hunting Knife 2.6% 1
Snare 2.6% 1
Flashlight 2.6% 1
Survey Data Card 2.6% 1

The hull or descent stage of a crashed colony lander out on the planet. The only place outside the colony with the beacon core.

2 to 3 picks; searching takes 1.5 s per stack.

Item Chance per pick How many
Scrap Metal 20% 2–5
Alien Alloy 12.5% 1–2
Copper Wire 12.5% 1–3
Battery 10% 1–2
Energy Crystal 7.5% 1–2
Oxygen Tank 7.5% 1
Duct Tape 7.5% 1
Fuel Cell 2.5% 1
Beacon Core 2.5% 1
Blueprint: Alloy Suit 2.5% 1
Blueprint: Rad Visor 2.5% 1
Blueprint: Alloy Helmet 2.5% 1
Blueprint: Alloy Vest 2.5% 1
Blueprint: Crystal Rifle 2.5% 1
Blueprint: Alloy Wall 2.5% 1
Blueprint: Crystal Generator 2.5% 1

A cargo pod thrown clear of a crashed colony lander out on the planet.

1 to 3 picks; searching takes 1 s per stack.

Item Chance per pick How many
MRE 18.2% 1–2
Bottled Water 18.2% 1–2
Oxygen Tank 12.1% 1
Alien Ore 12.1% 1–3
Anti-Rad Pills 9.1% 1
Bandage 9.1% 1–2
Alien Alloy 9.1% 1
Energy Crystal 9.1% 1–2
Xeno Sample 3% 1

Generated on 2026-11-13 from the game at commit b8361f1, rebuilt with every release (a release's name ends in its commit, e.g. build-…-b8361f1).

Every number on this wiki is read from the game's data files, and every icon is the game's own pixel art.

Credits: who made the game, and every creator whose sounds it uses.