Loot table
Cannon Crate
These percentages are the chance a freshly spawned Cannon Crate contains at least one of the item. That is the same measure RustLabs and RustHelp publish, so the numbers are directly comparable. 12 items can turn up.
- Health
- 250
- Inventory slots
- 12
- Loot tables rolled
- 6
- Prefab
- crate_cannons
Drops
Chance is for the container as a whole: open one fresh Cannon Crate and this is how often you walk out with at least one. Items that sit in more than one of its tables are already combined. Amount is what a single drop gives when it lands.
| Item | Chance | Amount |
|---|---|---|
| 100.0% | 8 to 12 | |
| 76.0% | 15 | |
| 76.0% | 12 | |
| 58.3% | 1 | |
| 31.2% | 1 | |
| 31.2% | 1 | |
| 12.1% | 6 | |
| 11.0% | 1 | |
| 11.0% | 1 | |
| 11.0% | 1 | |
| 7.39% | 4 | |
| 7.39% | 4 to 8 |
Open one
This rolls the real tables rather than sampling the percentages above, so a run can hand you a rifle and its ammo together, or nothing at all.
How the rolls work
A Cannon Crate does not draw from one list. Every time it spawns it runs the rolls below, and each roll takes a single entry out of its table. The count is how many times that table is rolled, and the percentage is how often the roll happens at all. Stacking those together is what produces the chances above.
- LootSpawn.MedicalCrate 1 roll
- LootSpawn.MedicalCrate 1 roll, fires 33.0% of the time
- AmmoStandard 2 rolls
- AmmoStandard 1 roll, fires 50.0% of the time
- CannonBalls 1 roll
- Tools_Island 1 roll, fires 33.0% of the time
Read from the Rust dedicated server loot tables, build 24613624. A table with sub-tables picks one weighted child; a table with items gives you every item on it, which is how packages like a rifle plus its ammo arrive together. Every roll that can reach an item is folded into its percentage.