Junk Heap (resource node)
BUILDING_JunkHeap3 · Gatherable Gathering
A pile of old scrap metal left neglected.
Waste that bears the traces of time.
Where to find
- Generated inside dungeon rooms as floors are rolled: Common Event Junk Trash Pile 1 in Festering Burrow (F1 14.0% · F2 9.8% of visits, 1 per room); Common Event Junk Trash Pile 2 in Festering Burrow (F1 13.7% · F2 9.3% of visits, 3 per room); Common Event Discarded Specimen in Festering Burrow (F4 23.6% of visits, 1 per room). - full table in Spawns in the world below
On deconstruct / gather
Gather workload: 800
Drop pool: DROP_JunkHeap13
| Item | Amount | Chance |
| 1 | 26.67% | |
| 1 | 6.67% |
Drop pool: DROP_JunkHeap14
| Item | Amount | Chance |
| 1 | 26.67% | |
| 1 | 6.67% |
Drop pool: DROP_JunkHeap15
| Item | Amount | Chance |
| 40 | 26.67% | |
| 1 | 6.67% |
Drop pool: DROP_JunkHeap16
| Item | Amount | Chance |
| 1 | 26.67% | |
| 1 | 6.67% |
Drop pool: DROP_JunkHeap17
| Item | Amount | Chance |
| 4 | 26.67% | |
| 1 | 6.67% |
Drop pool: DROP_JunkHeap18
| Item | Amount | Chance |
| 2 | 26.67% | |
| 1 | 6.67% |
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 | 1× | F1 14.0% · F2 9.8% |
| Festering Burrow Common Event Junk Heap2 | FesteringBurrow | Event | 1, 2 | 3× | F1 13.7% · F2 9.3% |
| Festering Burrow Common Event Discarded Specimen | FesteringBurrow | Event | 4 | 1× | F4 23.6% |
This building is placed into the room templates above. "Per room" = how many of this building the template places.
Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.
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.