Old Treasure Chest
BUILDING_Tutorial1Chest · Special Looting Storage
A small chest containing a trivial treasure.
It might be something someone needs.
Where to find
- Generated inside dungeon rooms as floors are rolled: Tutorial 1 in Tutorial (F1 ~100% · F2 ~100% · F3 ~100% · F4 ~100% of visits, 1 per room). - full table in Spawns in the world below
- Placed on the base map in Default First Farm Area 1 (1×), Default First Mini Dungeon Area 1 (1×), Default Big Abandoned Village 1 (2×), Default Big Abandoned Village 2 (2×).
Default traits
On deconstruct / gather
Drop pool: DROP_TutorialChestOintmentFixed
| Item | Amount | Chance |
| 3 | 100% |
Drop pool: DROP_TutorialChestAidKitFixed
| Item | Amount | Chance |
| 1 | 100% |
Construction
| Footprint | 3×3 tiles |
| Construction workload | 0 |
| Durability | 9999 |
| 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 |
|---|---|---|---|---|---|
| Tutorial 1 | Tutorial | Tutorial1 | 1, 2, 3, 4 | 1× | F1 100% · F2 100% · F3 100% · F4 100% |
BASEAREAROOM_Default_FirstFarmArea_1 | Base map | FirstFarmArea | - | 1× | - |
BASEAREAROOM_Default_FirstMiniDungeonArea_1 | Base map | FirstMiniDungeonArea | - | 1× | - |
BASEAREAROOM_Default_Big_AbandonedVillage_1 | Base map | Big | - | 2× | - |
BASEAREAROOM_Default_Big_AbandonedVillage_2 | Base map | Big | - | 2× | - |
BASEAREAROOM_Default_Big_AbandonedVillage_3 | Base map | Big | - | 2× | - |
BASEAREAROOM_Default_Big_AbandonedVillage_4 | Base map | Big | - | 2× | - |
BASEAREAROOM_Default_Big_AbandonedVillage_5 | Base map | Big | - | 2× | - |
BASEAREAROOM_Default_Big_AbandonedClinic | Base map | Big | - | 1× | - |
BASEAREAROOM_Default_Big_LastRefuge | Base map | Big | - | 1× | - |
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.