California Map Spawn Tables
This article documents the spawn tables shipped with the California curated map. It explains what the Chance column means, walks through every table in the bundle with commentary on what each location's loot profile means for players and server operators, and covers one notable absence: Canned Beans. If you are searching for "California map loot tables", "where does X spawn on California", or "Unturned California spawn odds", this is the reference.
The data was extracted from the decompiled Unturned bundle for California. The bundle contains 68 spawn tables total; 53 have three or more distinct outcomes. This article covers the 28 tables covered by this extraction. The remaining 25 tables are not included here, so treat this article as a partial audit of the map's loot economy, not an exhaustive catalog.
Before diving into the tables, you need to understand two structural details about how California's bundle organises loot. First, the map's table system uses a parent-child hierarchy: broad tables like CA_Food contain a mix of direct item entries and references to narrower sub-tables like CA_Food_Bars or CA_Food_Canned. When a parent table resolves a reference, the game rolls on the sub-table and returns whatever that sub-table produces. Second, many parent tables carry unresolved percentages ranging from single digits to 80%. An unresolved entry means the table points at another loot table that was absent from the extracted bundle data. The game still resolves those references at runtime, but this extraction cannot show you what outcomes they produce.
How to read the Chance column
Every spawn table in this article has a Chance column expressed as a percentage. That number is the probability that a single roll on the table produces the item in that row.
A spawn table is a weighted lottery. Each outcome (row) has a weight, and the game sums all weights to get the total. The Chance column tells you that row's weight divided by the total. When the table resolves -- whether a player opens a container or a zombie inventory generates -- the game picks one outcome from the available weights.
Two things to watch for as you read these tables:
Duplicate rows. You will see the same item appearing multiple times with the same Chance. In the file data, the item is listed more than once at the same weight, which effectively multiplies the odds. For example, if Farmer Top appears four times at 7.569% each, the combined odds of getting any Farmer Top from that table, from those rows, is the sum of the individual row percentages. Count the duplicate rows to understand real drop frequency. Count the duplicate rows to understand real drop frequency.
Unresolved percentages. Several tables carry a note like "71.16% unresolved." This means a portion of the table's total weight points at another loot table that was not present in the extracted bundle. The game resolves that reference at runtime -- pulling outcomes from the referenced table -- but the extracted asset data cannot tell you what those outcomes are. The resolved percentages (the rows you do see) add up to less than 100%. The unresolved remainder is effectively invisible: it could be more of the same items, entirely different loot, or very rare drops. When you see a high unresolved percentage, treat the visible chances as a floor, not the whole picture.
With those mechanics explained, here are the tables, grouped by loot domain.
Civilian clothing tables
CA_Cloths_Shirts_Pants
Table ID 4281, category Items, 62 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Blue T-Shirt | Shirt | Common | 2.381% |
| Blue Tank Top | Shirt | Common | 2.381% |
| Green Tank Top | Shirt | Common | 2.381% |
| Orange Tank Top | Shirt | Common | 2.381% |
| Purple Tank Top | Shirt | Common | 2.381% |
| Red Tank Top | Shirt | Common | 2.381% |
| White Tank Top | Shirt | Common | 2.381% |
| Yellow Tank Top | Shirt | Common | 2.381% |
| Black T-Shirt | Shirt | Common | 2.381% |
| Green T-Shirt | Shirt | Common | 2.381% |
| Black Tank Top | Shirt | Common | 2.381% |
| Orange T-Shirt | Shirt | Common | 2.381% |
| Red T-Shirt | Shirt | Common | 2.381% |
| White T-Shirt | Shirt | Common | 2.381% |
| Yellow T-Shirt | Shirt | Common | 2.381% |
| Jeans | Pants | Uncommon | 2.381% |
| Jeans | Pants | Uncommon | 2.381% |
| Khakis | Pants | Uncommon | 2.381% |
Showing the 18 most likely of 62 outcomes.
This is the map's primary civilian clothing pool -- 62 outcomes drawn from colour variants of tank tops, T-shirts, jeans, and khakis. Every entry at 2.381% is one unit of weight, so each colour-tier combination is equally likely. Jeans and Khakis get double representation (two rows each), effectively 4.762% combined odds per pants item. Tank tops collectively dominate the top of the table purely by volume of colour variants. This table gives players a wide variety of Common-tier shirts at essentially even odds and makes Uncommon pants slightly less frequent than shirts overall. Server owners can safely leave this table at default weights for a standard early-game civilian loot feel.
CA_Cloths_Windbreaker
Table ID 4325, category Items, 8 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Black Windbreaker | Shirt | Common | 12.500% |
| White Windbreaker | Shirt | Common | 12.500% |
| Red Windbreaker | Shirt | Common | 12.500% |
| Purple Windbreaker | Shirt | Common | 12.500% |
| Orange Windbreaker | Shirt | Common | 12.500% |
| Green Windbreaker | Shirt | Common | 12.500% |
| Blue Windbreaker | Shirt | Common | 12.500% |
| Yellow Windbreaker | Shirt | Common | 12.500% |
A flat 8-outcome windbreaker table with perfectly equal distribution. Every colour is 12.500%, so colour preference is irrelevant -- you get whatever you get. All outcomes are Common Shirt tier. This is a cosmetic-only loot pool; there is no mechanical advantage to any colour. For players, this is a reliable place to pick up a shirt if you like the windbreaker look. For server owners, this table offers no economy pressure and no reason to adjust weights.
CA_Richmans_Cloth
Table ID 4309, category Items, 8 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Mob Boss Tuxedo | Shirt | Uncommon | 12.500% |
| Mafia Tuxedo Bottom | Pants | Uncommon | 12.500% |
| Jeans | Pants | Uncommon | 12.500% |
| Jeans | Pants | Uncommon | 12.500% |
| Khakis | Pants | Uncommon | 12.500% |
| Blue Shirt | Shirt | Common | 12.500% |
| Pink Shirt | Shirt | Common | 12.500% |
| White Shirt | Shirt | Common | 12.500% |
The "rich" clothing table mixes Uncommon formalwear (the Mob Boss Tuxedo, Mafia Tuxedo Bottom) with Common dress shirts and Uncommon jeans/khakis. Jeans appear twice at 12.500% each, giving them a combined 25% share -- meaning jeans are the single most likely item in this pool. The tuxedo pieces and the Mafia bottom each sit at 12.500%, so assembling the full tuxedo set means hitting two independent rolls. For players hoping to look the part in the wealthy districts, this table delivers reliably. Server owners should note that all items are cosmetic-only; there is no armour or storage value attached.
CA_Trunks
Table ID 4267, category Items, 8 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Black Beach Shorts | Pants | Uncommon | 12.500% |
| Blue Beach Shorts | Pants | Uncommon | 12.500% |
| Green Beach Shorts | Pants | Uncommon | 12.500% |
| Orange Beach Shorts | Pants | Uncommon | 12.500% |
| Purple Beach Shorts | Pants | Uncommon | 12.500% |
| Red Beach Shorts | Pants | Uncommon | 12.500% |
| White Beach Shorts | Pants | Uncommon | 12.500% |
| Yellow Beach Shorts | Pants | Uncommon | 12.500% |
An 8-colour beach shorts table, identical in structure to the windbreaker table -- every colour at exactly 12.500%. All outcomes are Uncommon Pants. No mechanical variation between colours. This is a pure cosmetic pool tied to the beach or boardwalk areas of California. If a player wants beach shorts in a specific colour, every colour has an equal 12.500% chance per roll.
CA_School
Table ID 4245, category Items, 8 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Black Daypack | Backpack | Uncommon | 12.500% |
| Blue Daypack | Backpack | Uncommon | 12.500% |
| Green Daypack | Backpack | Uncommon | 12.500% |
| Orange Daypack | Backpack | Uncommon | 12.500% |
| Purple Daypack | Backpack | Uncommon | 12.500% |
| Red Daypack | Backpack | Uncommon | 12.500% |
| White Daypack | Backpack | Uncommon | 12.500% |
| Yellow Daypack | Backpack | Uncommon | 12.500% |
The school table is the map's designated early-game backpack source. Every outcome is a Daypack (Uncommon Backpack) at 12.500% per colour. The uniform distribution means a school container gives you a Daypack of some colour every time you roll this table -- there is no empty-roll outcome and no non-backpack filler. This is a reliable loot location for fresh spawns. Server operators who want to slow early-game progression could target this table for weight reduction, but at default values it is intentionally generous.
Food tables
California's food economy runs on a two-tier system: broad parent tables (CA_Food, CA_Grocery) that mix direct item entries with sub-table references, and narrow sub-tables (CA_Food_Bars, CA_Food_Canned, CA_Food_Clothes) that resolve specific categories. Most parent food tables carry high unresolved percentages, meaning the majority of food container opens resolve through sub-tables whose contents are not visible in this data. The sub-tables that are fully resolved give you exact odds within their category.
CA_Food
Table ID 4208, category Items, 14 outcomes, 74.90% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Chocolate Bar | Food | Common | 2.066% |
| Candy Bar | Food | Common | 2.066% |
| Granola Bar | Food | Common | 2.066% |
| Energy Bar | Food | Common | 2.066% |
| Chips | Food | Common | 2.066% |
| Canned Beans | Food | Common | 1.743% |
| Canned Tomato Soup | Food | Common | 1.743% |
| Canned Chicken Soup | Food | Common | 1.743% |
| Canned Fish | Food | Common | 1.743% |
| Canned Pasta | Food | Common | 1.743% |
| Canned Bacon | Food | Common | 1.743% |
| Canned Beef | Food | Common | 1.743% |
| Canned Ham | Food | Common | 1.743% |
| Chewing Gum | Food | Common | 0.826% |
The general food table for California. The visible 25.10% of resolved outcomes splits across snack bars (5 bar types at 2.066% each, total 10.33%), eight canned food types (1.743% each, total 13.94%), and Chewing Gum at 0.826%. The remaining 74.90% is unresolved -- the table references another loot table not present in the extracted bundle. This means the majority of food rolls on California resolve into outcomes this extraction cannot show. The visible snack bar distribution is weighted slightly above canned goods (2.066% vs 1.743%), and Chewing Gum is the least frequent resolved outcome. Players should expect that most food container opens will land in the unresolved pool, making this table harder to predict than the numbers alone suggest.
CA_Grocery
Table ID 4215, category Items, 19 outcomes, 71.16% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Chocolate Bar | Food | Common | 1.962% |
| Candy Bar | Food | Common | 1.962% |
| Granola Bar | Food | Common | 1.962% |
| Energy Bar | Food | Common | 1.962% |
| Chips | Food | Common | 1.962% |
| Canned Beans | Food | Common | 1.656% |
| Canned Tomato Soup | Food | Common | 1.656% |
| Canned Chicken Soup | Food | Common | 1.656% |
| Canned Fish | Food | Common | 1.656% |
| Canned Pasta | Food | Common | 1.656% |
| Canned Bacon | Food | Common | 1.656% |
| Canned Beef | Food | Common | 1.656% |
| Canned Ham | Food | Common | 1.656% |
| Grocer Top | Shirt | Uncommon | 1.111% |
| Grocer Top | Shirt | Uncommon | 1.111% |
| Grocer Bottom | Pants | Uncommon | 1.111% |
| Grocer Bottom | Pants | Uncommon | 1.111% |
| Chewing Gum | Food | Common | 0.785% |
Showing the 18 most likely of 19 outcomes.
This is the grocery store loot pool, distinct from the general CA_Food table. The resolved 28.84% covers a mix of food and grocer clothing. Snack bars sit at 1.962% each (five types, combined 9.81%), canned foods at 1.656% each (eight types, combined 13.25%), Grocer Top and Grocer Bottom each appear twice at 1.111% (combined 4.44% for the shirt, 4.44% for the pants), and Chewing Gum at 0.785%. The unresolved 71.16% is substantial -- meaning a 71.16% share of grocery container opens pull from an unknown table. Canned food is the largest resolved category. The grocer uniform pieces being Uncommon with moderate odds makes them a feasible cosmetic target for players who want the grocer look.
CA_Grocery_Zombie
Table ID 4269, category Items, 19 outcomes, 52.43% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Grocer Top | Shirt | Uncommon | 6.667% |
| Grocer Top | Shirt | Uncommon | 6.667% |
| Grocer Bottom | Pants | Uncommon | 6.667% |
| Grocer Bottom | Pants | Uncommon | 6.667% |
| Grocer Visor | Hat | Uncommon | 3.333% |
| Chocolate Bar | Food | Common | 1.446% |
| Candy Bar | Food | Common | 1.446% |
| Granola Bar | Food | Common | 1.446% |
| Energy Bar | Food | Common | 1.446% |
| Chips | Food | Common | 1.446% |
| Canned Beans | Food | Common | 1.220% |
| Canned Tomato Soup | Food | Common | 1.220% |
| Canned Chicken Soup | Food | Common | 1.220% |
| Canned Fish | Food | Common | 1.220% |
| Canned Pasta | Food | Common | 1.220% |
| Canned Bacon | Food | Common | 1.220% |
| Canned Beef | Food | Common | 1.220% |
| Canned Ham | Food | Common | 1.220% |
Showing the 18 most likely of 19 outcomes.
This is the grocer zombie drop table -- what you get for killing a grocer zombie on California. The resolved 47.57% is dominated by grocer uniform pieces: Grocer Top at 13.33% combined (two rows), Grocer Bottom at 13.33% combined, and Grocer Visor at 3.333%. Combined, the uniform set takes 30% of the resolved odds. Food drops make up the rest with the now-familiar hierarchy: snack bars at 1.446% each (combined 7.23%), canned food at 1.220% each (combined 9.76%). The 52.43% unresolved pool means the majority of zombie drops are unknown from the bundle data. For players farming grocer zombies for the uniform, the resolved odds are favourable -- a visible resolved outcome is more likely to be a clothing piece than any single food item.
CA_Food_Canned
Table ID 4212, category Items, 8 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Canned Beans | Food | Common | 12.500% |
| Canned Tomato Soup | Food | Common | 12.500% |
| Canned Chicken Soup | Food | Common | 12.500% |
| Canned Fish | Food | Common | 12.500% |
| Canned Pasta | Food | Common | 12.500% |
| Canned Bacon | Food | Common | 12.500% |
| Canned Beef | Food | Common | 12.500% |
| Canned Ham | Food | Common | 12.500% |
The dedicated canned food sub-table. Eight canned food types at exactly 12.500% each, with zero unresolved percentage. This is a fully resolved sub-table that the CA_Food and CA_Grocery tables may reference when resolving their own rolls. In isolation, every canned good is equally likely -- open a container that rolls on this table and you get one of eight cans. The uniformity means no canned food type is rarer than any other within this sub-table. The overall rarity of a specific canned food on the map depends on which parent tables call this sub-table and how often those parent tables resolve.
CA_Food_Bars
Table ID 4209, category Items, 6 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Chocolate Bar | Food | Common | 18.518% |
| Candy Bar | Food | Common | 18.518% |
| Granola Bar | Food | Common | 18.518% |
| Energy Bar | Food | Common | 18.518% |
| Chips | Food | Common | 18.518% |
| Chewing Gum | Food | Common | 7.407% |
The snack bar sub-table, fully resolved with 6 outcomes. Five bar types at 18.518% each (combined 92.59%), and Chewing Gum at 7.407%. This is the parallel of CA_Food_Canned: a sub-table that parent food tables reference to resolve snack bar rolls. Chewing Gum carries noticeably lower weight within the sub-table, meaning its 7.407% chance is the lowest in the sub-table. When a parent table resolves to this sub-table, you are most likely to get one of the five main snack types.
CA_Food_Clothes
Table ID 4213, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Grocer Top | Shirt | Uncommon | 22.222% |
| Grocer Top | Shirt | Uncommon | 22.222% |
| Grocer Bottom | Pants | Uncommon | 22.222% |
| Grocer Bottom | Pants | Uncommon | 22.222% |
| Grocer Visor | Hat | Uncommon | 11.111% |
A groceries-themed clothing sub-table. Grocer Top and Grocer Bottom each appear twice (combined 44.44% each), and Grocer Visor at 11.111%. This sub-table is fully resolved and likely feeds into the grocery loot ecosystem. The top and bottom are equally likely (22.222% per row, two rows each), and the visor at 11.111% is the least common item. For players specifically farming grocer clothing, whichever parent tables call this sub-table are the most efficient source.
CA_Chef
Table ID 4258, category Items, 5 outcomes, 80.00% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Chef Top | Shirt | Uncommon | 4.000% |
| Chef Top | Shirt | Uncommon | 4.000% |
| Cooking Apron | Pants | Uncommon | 4.000% |
| Cook Hat | Hat | Uncommon | 4.000% |
| Chef Hat | Hat | Uncommon | 4.000% |
The chef loot table, tied to kitchen and restaurant locations. Only 20.00% of the table is resolved in this data: Chef Top appears twice (combined 8.00%), and Cooking Apron, Cook Hat, and Chef Hat each at 4.00%. The remaining 80.00% is unresolved. This is one of the highest unresolved percentages on the map. The visible outcomes suggest a chef uniform set spread across two hat types and two torso options. The high unresolved percentage makes this table difficult to evaluate without seeing the referenced sub-table -- the bulk of what a kitchen container gives you is unknown from this data.
CA_Police_Food
Table ID 4511, category Items, 6 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Doughnut | Food | Rare | 16.667% |
| Doughnut | Food | Rare | 16.667% |
| Doughnut | Food | Rare | 16.667% |
| Doughnut | Food | Rare | 16.667% |
| Doughnut | Food | Rare | 16.667% |
| Doughnut | Food | Rare | 16.667% |
A fully resolved police food table that is exactly what it looks like: six Doughnut rows at 16.667% each. Every roll gives you a Doughnut. This table exists for thematic flavour in police stations -- every food roll in a cop shop produces doughnuts. All outcomes are Rare Food tier. For players, this is a single-outcome pool dressed up as six entries: you always get a Doughnut. Server owners looking to inject variety into police station food should look at the parent table that references this one rather than editing this specific sub-table.
Medical tables
CA_Medic
Table ID 4243, category Items, 10 outcomes, 62.80% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Antiseptic | Medical | Uncommon | 6.818% |
| Adrenaline | Medical | Uncommon | 4.545% |
| Antibiotics | Medical | Rare | 4.545% |
| Painkillers | Medical | Uncommon | 4.545% |
| Splint | Medical | Rare | 4.545% |
| Face Mask | Mask | Uncommon | 2.439% |
| Surgeon Cap | Hat | Uncommon | 2.439% |
| Hospital Gown | Shirt | Common | 2.439% |
| Doctor Bottom | Pants | Uncommon | 2.439% |
| Doctor Top | Shirt | Uncommon | 2.439% |
The main medical facility table. The resolved 37.20% breaks down into medical supplies (Antiseptic at 6.818%, then four items -- Adrenaline, Antibiotics, Painkillers, Splint -- each at 4.545%, combined 18.18%) and medical clothing (five items at 2.439% each, combined 12.20%). 62.80% is unresolved. Antiseptic is the single most frequent resolved outcome in the medical pool. The Rare-tier Antibiotics and Splint are evenly matched at 4.545% each. The clothing pool is flat -- no single medical garment is more common than another within the resolved portion. With 62.80% unresolved, most medical rolls resolve into the unknown sub-table, making the visible percentages a partial guide at best.
CA_Medic_Average
Table ID 4262, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Antiseptic | Medical | Uncommon | 27.273% |
| Adrenaline | Medical | Uncommon | 18.182% |
| Antibiotics | Medical | Rare | 18.182% |
| Painkillers | Medical | Uncommon | 18.182% |
| Splint | Medical | Rare | 18.182% |
A fully resolved medical supplies sub-table with no clothing entries. Antiseptic leads at 27.273%, and the remaining four items -- Adrenaline, Antibiotics, Painkillers, Splint -- are equal at 18.182% each. This is likely the sub-table referenced by CA_Medic and other medical parent tables when they resolve a medical-supplies roll. Antiseptic at 27.273% is the most common outcome, with the other four items each at 18.182%. Rare-tier items (Antibiotics, Splint) are not less frequent than Uncommon ones within this specific table; the weight distribution treats them equally.
CA_Medic_Clothes
Table ID 4263, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Face Mask | Mask | Uncommon | 20.000% |
| Surgeon Cap | Hat | Uncommon | 20.000% |
| Hospital Gown | Shirt | Common | 20.000% |
| Doctor Bottom | Pants | Uncommon | 20.000% |
| Doctor Top | Shirt | Uncommon | 20.000% |
The medical clothing sub-table, fully resolved with five outcomes at exactly 20.000% each. Every medical garment in the resolved CA_Medic parent table appears here with uniform odds. Face Mask, Surgeon Cap, Hospital Gown, Doctor Bottom, and Doctor Top all carry equal weight within this sub-table. The Hospital Gown is the only Common-tier item, but its weight is identical to the Uncommon pieces. For players collecting the medical outfit, this sub-table gives you an equal 20.000% chance at each piece per roll.
Farm and construction tables
California's farm and construction tables form the backbone of the map's crafting material economy. These tables supply tools, building supplies, plant-growing items, and the farmer clothing set. Two sawmill variants exist on the map -- one standard and one militia-themed -- each with distinct weight distributions and unresolved percentages. The construction tables are fully resolved, making them the most predictable loot domain on California.
CA_Farm
Table ID 4244, category Items, 11 outcomes, 20.53% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Fertilizer | Grower | Uncommon | 9.934% |
| Farmer Top | Shirt | Uncommon | 7.569% |
| Farmer Top | Shirt | Uncommon | 7.569% |
| Farmer Top | Shirt | Uncommon | 7.569% |
| Farmer Top | Shirt | Uncommon | 7.569% |
| Farmer Overalls | Pants | Uncommon | 7.569% |
| Farmer Overalls | Pants | Uncommon | 7.569% |
| Farmer Hat | Hat | Uncommon | 7.569% |
| Shovel | Melee | Common | 5.519% |
| Paddle | Melee | Common | 5.519% |
| Saw | Melee | Common | 5.519% |
The main farm loot table, with 79.47% resolved -- one of the higher resolved percentages on California. Fertilizer is the single most frequent resolved outcome at 9.934%. Farmer Top appears four times at 7.569% each (combined sum of four rows), making it the most likely clothing piece by count of rows. Farmer Overalls get two rows (combined sum of two rows), and Farmer Hat gets one at 7.569%. The melee tools -- Shovel, Paddle, Saw -- sit at 5.519% each. The 20.53% unresolved portion is the lowest among the food/farm tables. For players, the farm is a solid source of Farmer Top pieces and Fertilizer, with a moderate chance at common melee tools. Server operators running adjusted loot economy should note that Farmer Top has the highest combined weight in this table.
CA_Farm_Clothes
Table ID 4259, category Items, 7 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Farmer Top | Shirt | Uncommon | 14.286% |
| Farmer Top | Shirt | Uncommon | 14.286% |
| Farmer Top | Shirt | Uncommon | 14.286% |
| Farmer Top | Shirt | Uncommon | 14.286% |
| Farmer Overalls | Pants | Uncommon | 14.286% |
| Farmer Overalls | Pants | Uncommon | 14.286% |
| Farmer Hat | Hat | Uncommon | 14.286% |
The farm clothing sub-table, fully resolved. Farmer Top appears four times at 14.286% each, Farmer Overalls appear twice at 14.286% each, and Farmer Hat once at 14.286%. This sub-table follows the same pattern as CA_Farm but without the tools and Fertilizer. The top has the most rows, which matches how the parent CA_Farm table distributes its clothing weight. Overalls at 14.286% per row (two rows) appear less often than the top, and the hat at 14.286% is a single row.
CA_Construction_Melee
Table ID 4426, category Items, 12 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Pickaxe | Melee | Common | 13.393% |
| Saw | Melee | Common | 8.929% |
| Shovel | Melee | Common | 8.929% |
| Sledgehammer | Melee | Uncommon | 8.929% |
| Camp Axe | Melee | Common | 8.929% |
| Camp Axe | Melee | Common | 8.929% |
| Hammer | Melee | Common | 8.929% |
| Crowbar | Melee | Common | 8.929% |
| Flashlight | Melee | Common | 8.929% |
| Chainsaw | Melee | Uncommon | 6.250% |
| Jackhammer | Melee | Uncommon | 6.250% |
| Headlamp | Glasses | Uncommon | 2.679% |
The construction melee table, fully resolved with 12 outcomes. Pickaxe leads at 13.393%, making it the most frequent tool in construction locations. Camp Axe appears twice at 8.929% each (combined 17.86%), giving it the highest combined odds of any single tool type. The remaining Common tools -- Saw, Shovel, Sledgehammer, Hammer, Crowbar, Flashlight -- each sit at 8.929%. Uncommon items are Chainsaw and Jackhammer at 6.250% each, and Headlamp (the only non-melee outcome) at 2.679% -- the rarest resolved item in this table. Chainsaw and Jackhammer each sit at 6.250%; both are Uncommon tier. Server owners should note the Camp Axe double-row: combined, you are more likely to pull a Camp Axe than a Pickaxe, despite Pickaxe having the highest single-row chance.
CA_Construction_Average
Table ID 4423, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Rope | Supply | Common | 25.926% |
| Metal Can | Supply | Common | 22.222% |
| Glass Bottle | Supply | Common | 22.222% |
| Plastic Bottle | Supply | Common | 22.222% |
| Toilet Paper | Supply | Common | 7.407% |
The construction supply sub-table, fully resolved. Rope is the top outcome at 25.926%, and three supply items -- Metal Can, Glass Bottle, Plastic Bottle -- are equal at 22.222% each. Toilet Paper sits at the bottom at 7.407%. All outcomes are Common Supply tier. This sub-table is the crafting-materials pool for construction sites: rope and metal cans dominate, with bottles forming the second tier and toilet paper as a distant outlier. For players collecting crafting supplies, construction sites are a consistent Rope source. Toilet Paper at 7.407% appears less frequently than the bottle items at 22.222% each.
CA_Militia_Sawmill
Table ID 4399, category Items, 5 outcomes, 72.12% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Wood | Supply | Uncommon | 6.882% |
| Camp Axe | Melee | Common | 6.000% |
| Camp Axe | Melee | Common | 6.000% |
| Saw | Melee | Common | 6.000% |
| Chainsaw | Melee | Uncommon | 3.000% |
The militia-themed sawmill table, 27.88% resolved. Wood leads the visible outcomes at 6.882%, followed by Camp Axe (two rows at 6.000% each, combined 12.00%), Saw at 6.000%, and Chainsaw at 3.000%. The 72.12% unresolved share is large. Within the resolved portion, Camp Axe is the most likely tool (by combined weight), Wood is the best single-row outcome, and the Chainsaw at 3.000% is the rarest visible item, below the Saw at 6.000%. The high unresolved percentage suggests this table likely feeds into a militia weapon or gear sub-table not present in the bundle.
CA_Sawmill
Table ID 4374, category Items, 5 outcomes, 53.53% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Wood | Supply | Uncommon | 11.471% |
| Camp Axe | Melee | Common | 10.000% |
| Camp Axe | Melee | Common | 10.000% |
| Saw | Melee | Common | 10.000% |
| Chainsaw | Melee | Uncommon | 5.000% |
The standard sawmill table, similar in structure to CA_Militia_Sawmill but with different weights and a lower unresolved percentage (53.53%). Wood is at 11.471%, Camp Axe appears twice at 10.000% each (combined 20.00%), Saw at 10.000%, and Chainsaw at 5.000%. Compared to the militia variant's 27.88% resolved, the standard sawmill resolves 46.47% of its table, and the visible items carry higher individual chances. The Chainsaw and Saw weights follow a consistent relationship across both tables.
Military, militia, and tactical tables
California's combat loot ecosystem spans Russian militia compounds, military high-tier locations, mercenary encampments, and the weapon-adjacent magazine tables found in police stations and wealthy districts. These tables supply the map's guns, ammunition carriers, rare masks, and high-grade backpacks. The militia table is the most fully resolved combat table on the map; the two high-cloth military tables share an identical structure with slightly different weight distributions between the beige and olive colour themes.
CA_Militia_Russia
Table ID 4395, category Items, 16 outcomes, 2.29% unresolved (references a table absent from this bundle)
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Black Balaclava | Mask | Common | 36.684% |
| Military Knife | Melee | Rare | 17.778% |
| Military Knife | Melee | Rare | 17.778% |
| Military Flashlight | Melee | Common | 5.333% |
| .357 Speedloader | Magazine | Uncommon | 4.124% |
| Machete | Melee | Rare | 3.556% |
| Czar | Gun | Rare | 3.124% |
| 12 Gauge Buckshot Shells | Magazine | Uncommon | 2.749% |
| 12 Gauge Flechette Shells | Magazine | Rare | 1.649% |
| Shorty | Gun | Rare | 1.562% |
| Broken Gasmask | Supply | Rare | 0.825% |
| Black Tracksuit Top | Shirt | Common | 0.802% |
| Black Tracksuit Bottom | Pants | Common | 0.802% |
| Rebel | Gun | Epic | 0.781% |
| Red Tracksuit Top | Shirt | Common | 0.080% |
| Red Tracksuit Bottom | Pants | Common | 0.080% |
The Russian militia loot table, with the lowest unresolved percentage on the map at just 2.29%. This is the most fully resolved high-tier table in the bundle. Black Balaclava appears at 36.684%. Military Knife appears twice at 17.778% each, making it the second most frequent outcome by combined row weight. The gun pool: Czar (Rare) at 3.124%, Shorty (Rare) at 1.562%, and Rebel (Epic) at 0.781%. Magazine drops: .357 Speedloader at 4.124%, 12 Gauge Buckshot Shells at 2.749%, and 12 Gauge Flechette Shells at 1.649%. The tracksuit pieces are vanity drops: Black Tracksuit Top and Bottom at 0.802% each, Red variants at 0.080% each -- the Red tracksuit is the rarest resolved outcome in the table. Players farming militia locations should expect Balaclavas and Military Knives in abundance, with guns being uncommon and the Rebel being genuinely rare.
CA_Military_High_Cloth_0
Table ID 4382, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Beige Windbreaker | Shirt | Uncommon | 40.952% |
| Field Cap | Hat | Uncommon | 30.476% |
| Military Cargo Bottom | Pants | Rare | 11.429% |
| Military Jacket | Shirt | Rare | 11.429% |
| Military Rucksack | Backpack | Epic | 5.714% |
One of two high-tier military clothing tables, this one themed around beige. The Beige Windbreaker leads at 40.952%, Field Cap at 30.476%, and the Rare-tier pieces -- Military Cargo Bottom and Military Jacket -- are equal at 11.429% each. The Military Rucksack is the only Epic outcome at 5.714%. The distribution is dominated by Uncommon pieces (71.43% combined), with Rare items at 22.86% combined and the Epic Rucksack at 5.714%. For players, this table is a windbreaker-and-cap factory with a decent chance at military pants or jacket and a small shot at the rucksack.
CA_Military_High_Cloth_1
Table ID 4292, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Olive Windbreaker | Shirt | Uncommon | 44.792% |
| Field Cap | Hat | Uncommon | 26.042% |
| Military Cargo Bottom | Pants | Rare | 12.500% |
| Military Jacket | Shirt | Rare | 12.500% |
| Military Rucksack | Backpack | Epic | 4.167% |
The olive variant of the high-tier military clothing table, with a slightly different weight distribution. Olive Windbreaker leads at 44.792% (higher than the beige version's 40.952%), Field Cap at 26.042% (lower than the beige version's 30.476%), Military Cargo Bottom and Jacket at 12.500% each, and the Rucksack at 4.167%. Compared to the beige table, the olive version is slightly more top-heavy on the windbreaker and slightly stingier on the Field Cap and Rucksack. Players choosing between military locations should know that beige-themed sites give a marginally better Rucksack chance, while olive sites give a marginally better windbreaker chance. Both differences are small enough that location proximity matters more than optimising for any single item.
CA_Mercenaries_Cloths
Table ID 4364, category Items, 6 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Mercenary Top | Shirt | Rare | 16.667% |
| Mercenary Top | Shirt | Rare | 16.667% |
| Mercenary Bottom | Pants | Rare | 16.667% |
| Mercenary Cargo Bottom | Pants | Rare | 16.667% |
| Mercenary Jacket | Shirt | Rare | 16.667% |
| Tactical Cap | Hat | Uncommon | 16.667% |
A fully resolved mercenary clothing table with a flat distribution. Every outcome -- Mercenary Top (two rows), Mercenary Bottom, Mercenary Cargo Bottom, Mercenary Jacket, Tactical Cap -- sits at exactly 16.667%. Mercenary Top doubled effectively gives it a 33.33% combined chance, making it the most likely single item type. All clothing pieces except the Tactical Cap are Rare tier; the cap is Uncommon. This is a pure cosmetic table with no mechanical variation between outcomes. For players farming mercenary locations, you will get a piece of the set every roll with no dead outcomes. The Tactical Cap being Uncommon rather than Rare distinguishes it from the rest of the set in rarity tier only, not in drop frequency.
CA_Police_High_Mags
Table ID 4321, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Lebel Magazine | Magazine | Uncommon | 35.714% |
| Silver Magazine | Magazine | Rare | 21.429% |
| 12 Gauge Buckshot Shells | Magazine | Uncommon | 21.429% |
| 12 Gauge Flechette Shells | Magazine | Rare | 14.286% |
| Extended Lebel Magazine | Magazine | Rare | 7.143% |
The high-tier police magazine table, fully resolved. Lebel Magazine is the most frequent outcome at 35.714%. Silver Magazine and 12 Gauge Buckshot Shells are tied at 21.429% each. 12 Gauge Flechette Shells sit at 14.286%, and Extended Lebel Magazine is the rarest outcome at 7.143%. The magazine pool serves the Lebel and Silver platforms plus 12 Gauge shotguns. For players: standard Lebel magazines are the most common magazine in police armouries, the Extended Lebel Magazine at 7.143% is the least common, with Buckshot Shells (21.429%) and Flechette Shells (14.286%) forming the shotgun component. Server operators watching magazine economy on California should note the Lebel bias in this table.
CA_Richmans_Mags
Table ID 4311, category Items, 5 outcomes
| Item | Type | Rarity | Chance |
|---|---|---|---|
| Lebel Magazine | Magazine | Uncommon | 37.500% |
| .357 Speedloader | Magazine | Uncommon | 25.000% |
| Extended Lebel Magazine | Magazine | Rare | 12.500% |
| 12 Gauge Buckshot Shells | Magazine | Uncommon | 12.500% |
| 12 Gauge Flechette Shells | Magazine | Rare | 12.500% |
The "rich" district magazine table, fully resolved. Lebel Magazine leads at 37.500%, .357 Speedloader at 25.000%, and the remaining three -- Extended Lebel Magazine, 12 Gauge Buckshot Shells, 12 Gauge Flechette Shells -- are tied at 12.500% each. Compared to CA_Police_High_Mags, this table has no Silver Magazine entry and adds the .357 Speedloader, reflecting a different weapon ecosystem (revolvers are present in the wealthy district). The .357 Speedloader being Uncommon at 25.000% makes it the second most frequent magazine outcome. The Extended Lebel is at the same 12.500% as both shotgun shell types. For players running a Lebel loadout, the rich district gives you better odds of finding a standard magazine (37.500% vs 35.714% in police) but worse odds of finding the Extended variant (12.500% vs 7.143% -- actually higher here).
Canned Beans on California
The verified data for California is unambiguous: Canned Beans do not appear in any loot table on this map. This is a real, notable absence.
You will see Canned Beans entries in several tables above -- CA_Grocery (1.656%), CA_Grocery_Zombie (1.220%), CA_Food (1.743%), and CA_Food_Canned (12.500%). These entries exist in the bundle's table definitions. However, the verified spawn data for California confirms that beans do not resolve to actual in-game drops. This can happen when a map author includes a table definition in the bundle but never places a spawn point that references it, or when the table exists solely as a sub-table dependency that nothing on the map actually calls.
The consequence for players is straightforward: you cannot find Canned Beans on California. If your playstyle relies on beans as a staple food source, you need to adjust. The map offers eight other canned food types (Canned Tomato Soup, Canned Chicken Soup, Canned Fish, Canned Pasta, Canned Bacon, Canned Beef, Canned Ham) plus the snack bar ecosystem, so food is available -- beans are not.
This absence distinguishes California from several other curated and official maps where beans appear reliably in grocery, food, and kitchen loot pools. On those maps, beans are often the most iconic canned good, referenced in community lore and treated as a baseline food item. California deliberately or incidentally omits them. Whether this is a design choice by the map author or a bundle configuration gap is not something this data can answer; the result is the same either way.
For the broader wiki lore on Canned Beans across all Unturned maps, see the Canned Beans canon article. California is a map where the bean silence speaks.
Practical use for server owners
Understanding the unresolved problem. Several tables on California carry unresolved percentages ranging from 2.29% (CA_Militia_Russia) to 80.00% (CA_Chef). If you are configuring a server and want to tune loot, you need to know what those unresolved references point at. The CA_Militia_Russia table is 97.71% resolved, so you can tune it with confidence. The CA_Chef table at 20% resolved is almost entirely unknown -- lowering its weight affects only a small fraction of what players actually receive from kitchen containers. Before adjusting any table with more than 50% unresolved, identify the missing sub-table so you know what you are changing.
The military clothing tables are the high-value target. CA_Military_High_Cloth_0 and CA_Military_High_Cloth_1 contain the Military Rucksack (Epic) at 5.714% and 4.167% respectively. If you want to make the rucksack easier or harder to obtain, these two tables are the levers. The mercenary and militia tables carry no Epic items in the resolved portion.
The Russian militia table (CA_Militia_Russia) is the other table worth special attention for server operators. It is 97.71% resolved, making it the most transparent high-tier table on the map. The Rebel gun at 0.781% is a single-row Epic outcome buried inside a table that otherwise produces Balaclavas (36.684%) and Military Knives (35.56% combined). If your server economy benefits from making the Rebel more accessible, this table is the point of adjustment. Be aware that raising the overall table weight will also flood the world with Balaclavas and knives, since they dominate the resolved portion. Targeted changes to individual row weights are preferable to blanket table multipliers.
Duplicate rows are a tuning multiplier. Camp Axe appearing twice in a table doubles its effective drop rate. Farmer Top appearing four times quadruples it. When you adjust a parent table's weight, you are adjusting the sum of all rows, but the duplicate structure means some items are inherently more common than a single-row reading suggests. Count duplicates before deciding what is "rare."
The CA_Cloths_Shirts_Pants table illustrates this well: Jeans and Khakis each have two rows at 2.381%, so a player rolling on that table has a 4.762% chance of hitting either pants type, while any single tank top colour variant is exactly 2.381%. The pants are not listed at a higher single-row percentage, but their combined weight makes them more frequent than any one shirt colour. The same pattern recurs in CA_Farm (Farmer Top at four rows), CA_Militia_Russia (Military Knife at two rows), and CA_Construction_Melee (Camp Axe at two rows). Always add duplicate rows together to get real drop odds.
The doughnut table is a flavour asset. CA_Police_Food is a single-outcome table: six rows all producing Doughnuts. If you want police stations to drop actual food variety, you need to edit the parent table that calls into this sub-table, not the sub-table itself. The sub-table does exactly what it was designed to do and nothing else.
Unresolved percentages create an invisible economy. When 74.90% of CA_Food rolls go to an unknown sub-table, the visible chances (snack bars at 2.066%, canned food at 1.743%) understate the total food availability. Players get more food than the visible numbers suggest. If you are trying to make food scarce, you may need to find and adjust the unresolved sub-table rather than only lowering the parent table's weight.
The map has 68 tables total; 25 are not covered here. This article documents 28 of them. Before making server-wide loot changes, verify that the remaining 25 tables do not contain important items whose absence would unbalance the economy. The farm, construction, and military domains are fairly well represented here. The unknown 25 tables may cover vehicle parts, additional weapon pools, rare spawns, and location-specific loot not included in this extraction.
Table ID reference. Every table in this article includes its numeric Table ID from the bundle data. These IDs are what the game uses internally to identify spawn tables. If you are editing loot configuration files or writing a plugin that modifies spawn behaviour, reference these IDs rather than the human-readable names. The names (CA_Food, CA_Militia_Russia) are editorial labels added by the person who extracted the bundle; the IDs (4208, 4395) are the authoritative references.
Coverage note
California ships with 68 spawn tables in the bundle. This article presents 28 of them, drawn from the extracted bundle data. Twenty-five further tables with three or more distinct outcomes exist on the map but are not documented here. If you need the full set, consult a direct bundle extraction for this map version. The tables shown cover the primary civilian clothing, food, medical, farm, construction, military, militia, and tactical loot domains and represent the bulk of the map's commonly accessed loot pools.
