Junk Heap (resource node)
Mixed with rusty parts and junk.
If you rummage well, you might find something useful.
Where to find
- Generated inside dungeon rooms as floors are rolled: Common Event Junk Trash Pile 1 in Festering Burrow (F1 ~6% · F2 ~4% · F3 ~9% · F4 ~7% · F5 ~0% of visits, 2 per room); Common Event Junk Trash Pile 2 in Festering Burrow (F1 ~6% · F2 ~4% · F3 ~9% · F4 ~7% · F5 ~0% of visits, 2 per room); Common Event Junk Trash Pile 3 in Festering Burrow (F1 ~6% · F2 ~4% · F3 ~9% · F4 ~7% · F5 ~0% of visits, 1 per room). Plus 1 more rooms. - full table in Spawns in the world below
On deconstruct / gather
Gather workload: 800
Drop pool: DROP_JunkHeap7
| Item | Amount | Chance |
| 2 | 15.38% | |
| 1 | 7.69% |
Drop pool: DROP_JunkHeap8
| Item | Amount | Chance |
| 6 | 15.38% | |
| 1 | 7.69% |
Drop pool: DROP_JunkHeap9
| Item | Amount | Chance |
| 3 | 15.38% | |
| 1 | 7.69% |
Drop pool: DROP_JunkHeap10
| Item | Amount | Chance |
| 10 | 15.38% | |
| 1 | 7.69% |
Drop pool: DROP_JunkHeap11
| Item | Amount | Chance |
| 5 | 15.38% | |
| 1 | 7.69% |
Drop pool: DROP_JunkHeap12
| Item | Amount | Chance |
| 2 | 15.38% | |
| 1 | 7.69% |
Construction
| Footprint | 4×3 tiles |
| Construction workload | 0 |
| Durability | 1000 |
| Vision range | 8 |
| Faction | Neutral |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | yes |
| Selectable | yes |
Spawns in the world
| Where | Region | Type | Floors | Per room | Chance per floor |
|---|---|---|---|---|---|
| Festering Burrow Common Event Junk Heap1 | FesteringBurrow | Event | 1, 2, 3, 4, 5 | 2× | F1 6% · F2 4% · F3 9% · F4 7% · F5 0% |
| Festering Burrow Common Event Junk Heap2 | FesteringBurrow | Event | 1, 2, 3, 4, 5 | 2× | F1 6% · F2 4% · F3 9% · F4 7% · F5 0% |
| Festering Burrow Common Event Junk Heap3 | FesteringBurrow | Event | 1, 2, 3, 4, 5 | 1× | F1 6% · F2 4% · F3 9% · F4 7% · F5 0% |
| Festering Burrow Common Event Discarded Specimen | FesteringBurrow | Event | 4 | 1× | F4 33% |
This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.
This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.