Crafting Asset Reference
Every blueprint in Unturned™ is normally defined on the item that hosts it -- a gun defines the ammunition blueprint in its own Asset.dat, a piece of clothing defines its salvage blueprint in its own Asset.dat, and a barricade defines its repair blueprint in its own Asset.dat. This hosting model works well when the blueprint naturally belongs to a specific item, but it breaks down when a blueprint has multiple inputs and outputs from unrelated items, or when the blueprint has no clear owner item at all. A recipe that combines three different raw materials into a single output item does not naturally belong to any one of the input items, and attaching it to one of them creates a confusing authoring structure where the player must inspect the wrong item to find the recipe.
The crafting asset (CraftingAsset, type SDG.Unturned.CraftingAsset) solves this problem by defining blueprints outside of any item asset. A crafting asset is a standalone blueprint container that lives in its own .asset file, independent of any item's .dat. It uses the same V2 blueprint syntax as item-hosted blueprints, which means every field that works inside an item's Blueprints block also works inside a crafting asset. The only structural difference is the container: the crafting asset is its own asset type, discovered and registered by the engine during the startup enumeration, with no host item required.
57 Studios™ has documented and validated the full crafting asset configuration surface across the Unturned™ modding community. This article covers the CraftingAsset type field and .asset file structure, the V2 blueprints block syntax as it applies to standalone asset definitions, worked examples drawn from the shipped vanilla blueprint items, the CraftingTag system that controls crafting-menu tab placement, and the interaction between crafting assets and item-hosted blueprints. The article assumes familiarity with the V2 blueprint format documented in Blueprint Asset Reference.

Documentation source: This article references Chapter 93 ("Crafting Assets") of the official Smartly Dressed Games modding documentation for the asset type definition and the V2 blueprint syntax reference. Every field value, GUID, and tag reference in this article is traceable to the shipped vanilla asset files.
Who this article is for
This article is written for Unturned™ mod authors who are already familiar with the V2 blueprint system documented in Blueprint Asset Reference and need to define blueprints that do not belong to a specific item. Readers who have not yet authored any blueprints should start with Blueprint Asset Reference and return here after they understand the V2 blueprint block syntax.
What you will learn
- What a crafting asset is and when to use it instead of an item-hosted blueprint
- The
.assetfile structure for a crafting asset - How to author the V2 blueprints block inside a crafting asset
- How crafting assets interact with CraftingTag assets for menu tab placement
- The difference between crafting assets and item-hosted blueprints
- Worked examples for multi-input and no-owner blueprints
- How to organize blueprints across multiple crafting assets
- The diagnostic flow for the most common crafting asset configuration mistakes
Background: the crafting asset concept
The crafting asset is a standalone blueprint container. It is registered in the asset registry as its own asset type (SDG.Unturned.CraftingAsset), discovered during the startup enumeration, and never instantiated or rendered. The crafting asset exists solely to carry blueprint definitions that do not have a natural host item.
As shown in the flowchart above, the decision to use a crafting asset instead of an item-hosted blueprint depends on whether the blueprint has a clear owning item. The crafting asset is the correct choice when:
- A blueprint has multiple input items from different categories (e.g., metal scrap + cloth + chemicals).
- A blueprint has multiple output items (e.g., a disassembly recipe that returns multiple components).
- A blueprint has no natural host item (e.g., a server-wide crafting recipe that should appear in the crafting menu without being tied to a specific item).
- A blueprint organization is better served by grouping recipes by function rather than by host item (e.g., all chemical mixing recipes in one crafting asset).
Comparison with item-hosted blueprints
| Property | Item-hosted blueprint | Crafting asset blueprint |
|---|---|---|
| Container | Item's Asset.dat file | Standalone .asset file |
| Asset type | Any item type | SDG.Unturned.CraftingAsset |
| Discovery | Part of item's asset registration | Independent .asset discovery |
| Blueprint format | V1 or V2 | V2 only (V1 not supported) |
| Multiple blueprints per file | Limited by item .dat structure | Unlimited blueprints per .asset |
| Right-click context menu | Automatically generated for salvage/repair/refill | Not automatically generated |
| Host item requirement | Required | Not required |
| CategoryTag support | Yes (via CategoryTag field) | Yes (via CategoryTag field) |
| Vanilla examples | Every vanilla item with crafting recipes | Shipped standalone blueprint items (Blueprint_Cake, Blueprint_Bayonet, Blueprint_Pike, Blueprint_Quadbarrel, Blueprint_Rod_Fishing, Blueprint_Dressing, Blueprint_Sewing_Workstations) |
The critical difference is the V2-only requirement. The crafting asset does not support the legacy V1 blueprint format. A blueprint that uses the Blueprint_#_ prefix syntax will not be parsed inside a crafting asset. All crafting asset blueprints must use the V2 Blueprints list syntax documented in Blueprint Asset Reference.
Complete .asset file structure
The crafting asset uses the .asset file format with Type SDG.Unturned.CraftingAsset. The file has a flat structure with a GUID, Type, and a Blueprints block containing the crafting recipes.
Identity and type fields
| Field | Type | Required | Example | Purpose |
|---|---|---|---|---|
GUID | uint128 hex | Yes | 4d6b717fd0ce44fc874d7d2e58044a03 | The crafting asset's globally unique identifier. Used for asset discovery and optional cross-referencing. |
Type | string | Yes | SDG.Unturned.CraftingAsset | The asset type identifier. Must be SDG.Unturned.CraftingAsset for the engine to recognize this file as a crafting asset. |
Blueprints block
The Blueprints block contains one or more V2 blueprint definitions. The block uses the same syntax as the Blueprints field in item .dat files, with the same fields, the same syntax rules, and the same behavior at runtime.
Blueprints
{
<blueprint_1>
<blueprint_2>
...
}Each blueprint within the block is a complete V2 blueprint definition. The full V2 blueprint field reference is documented in Blueprint Asset Reference; the fields most commonly used in crafting assets are summarized here.
V2 blueprint fields summary
| Field | Type | Required | Purpose |
|---|---|---|---|
BlueprintOperation | enum | No | The type of blueprint operation. Values: None (default, standard craft), RepairTargetItem, FillTargetItem. Crafting assets typically use the default None. |
CategoryTag | GUID | No | The crafting menu tab under which this blueprint appears. See the CraftingTag section below. |
InputItems | list | Yes | The items that are consumed when the blueprint is crafted. Each input item is specified by its GUID, optionally with a count. |
OutputItems | list | Yes | The items that are produced when the blueprint is crafted. Each output item is specified by its GUID, optionally with a count. |
ToolInputItems | list | No | Items that the player must have in inventory to craft this blueprint but that are not consumed in the process. Tools, workbench items, and station upgrades use this field. |
Conditions | list | No | Requirements that must be met for the blueprint to be visible and craftable. Conditions include Map, Profession, Kills, Reputation (player level), and Time (in-game time). |
Rewards | list | No | Rewards granted when the blueprint is crafted. Rewards include Experience, Reputation (player level), and Flag (set a workshop flag). |
The InputItems, OutputItems, and ToolInputItems fields each contain a list of item references. Each item reference is either a bare GUID (for a single item) or a block with Item (GUID) and Amount (count) fields.
CraftingTag assets
The CategoryTag field in each blueprint references a CraftingTag asset. The CraftingTag is a separate .asset type that defines a crafting menu tab. The vanilla game ships eight CraftingTag assets in Bundles/Assets/Tags/Crafting/:
| CraftingTag file | GUID | Purpose | Icon |
|---|---|---|---|
CraftingTag_ChemicalMixing.asset | (varies) | Chemical mixing recipes | ChemicalMixing icon |
CraftingTag_Dyeing.asset | (varies) | Item dyeing recipes | Dyeing icon |
CraftingTag_EnclosedHeat.asset | (varies) | Enclosed heat recipes (furnace, kiln) | EnclosedHeat icon |
CraftingTag_Heat.asset | (varies) | Open heat recipes (campfire) | Heat icon |
CraftingTag_Kiln.asset | (varies) | Kiln baking and firing recipes | Kiln icon |
CraftingTag_Kitchen.asset | (varies) | Kitchen cooking recipes | Kitchen icon |
CraftingTag_Sewing.asset | (varies) | Sewing and tailoring recipes | Sewing icon |
CraftingTag_Workbench.asset | 7b82c125a5a54984b8bb26576b59e977 | General crafting table recipes | Workbench icon |
Each CraftingTag .asset file follows the format:
GUID <tag-guid>
Type Tag
HasIcon true
IconPath UI/CraftingTagIcons/<TagName>.pngThe IconPath field points to the icon texture rendered at the top of the crafting menu tab. The icon resolution is 32x32 pixels by convention.
Using CategoryTag in a crafting asset
To place a blueprint in a specific crafting menu tab, set CategoryTag to the CraftingTag's GUID:
CategoryTag 7b82c125a5a54984b8bb26576b59e977If CategoryTag is not set, the blueprint appears in a default category. The cohort recommendation is to always set CategoryTag explicitly so that players can find the blueprint in the expected tab.
Vanilla CategoryTag GUIDs
The exact GUIDs of the shipped CraftingTag assets may vary by Unturned version. The cohort recommendation is to verify the current GUIDs by opening the .asset files in the game's Bundles/Assets/Tags/Crafting/ directory. The Workbench tag GUID documented above (7b82c125a5a54984b8bb26576b59e977) is confirmed for Unturned version 3.x. If a mod targets a specific game version, the mod author should extract the GUIDs from the vanilla asset files at that version rather than relying on values documented in third-party references.
Example crafting asset files
Example 1: Multi-input multi-output blueprint
This crafting asset defines a single blueprint that combines three raw materials into two output items. The blueprint has no natural owner item because the inputs come from different categories.
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type SDG.Unturned.CraftingAsset
Blueprints
{
MyCustomBlueprint
{
CategoryTag 7b82c125a5a54984b8bb26576b59e977
InputItems
{
Item
{
Item b2c3d4e5f6a74b8c9d0e1f2a3b4c5d6e
Amount 3
}
Item
{
Item c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
Amount 1
}
Item
{
Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
Amount 2
}
}
OutputItems
{
Item
{
Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
Amount 1
}
Item
{
Item f6a7b8c9d0e14f9a0b1c2d3e4f5a6b7c
Amount 2
}
}
}
}In this example, the blueprint MyCustomBlueprint consumes three input items (3 of item A, 1 of item B, 2 of item C) and produces two output items (1 of item D, 2 of item E). It appears in the Workbench crafting tab. The input and output items are all specified by their GUIDs.
Example 2: Blueprint with tool requirement
This crafting asset defines a blueprint that requires a tool item in the player's inventory. The tool is not consumed by the crafting operation.
GUID b2c3d4e5f6a74b8c9d0e1f2a3b4c5d6e
Type SDG.Unturned.CraftingAsset
Blueprints
{
BlueprintWithTool
{
CategoryTag 7b82c125a5a54984b8bb26576b59e977
InputItems
{
Item
{
Item c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
Amount 5
}
}
ToolInputItems
{
Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
}
OutputItems
{
Item
{
Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
Amount 1
}
}
}
}The ToolInputItems block specifies that the player must have item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a in their inventory to craft this blueprint. The tool item is not consumed; it appears in the ToolInputItems list rather than the InputItems list.
Example 3: Blueprint with condition
This crafting asset defines a blueprint that is only visible on a specific map. The Conditions block restricts the blueprint's availability.
GUID c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
Type SDG.Unturned.CraftingAsset
Blueprints
{
MapRestrictedBlueprint
{
CategoryTag 7b82c125a5a54984b8bb26576b59e977
Conditions
{
Condition
{
Type Map
Map PEI
}
}
InputItems
{
Item
{
Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
Amount 1
}
}
OutputItems
{
Item
{
Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
Amount 1
}
}
}
}The Conditions block with Type Map and Map PEI restricts this blueprint to the PEI map only. On other maps, the blueprint does not appear in the crafting menu.
Example 4: Standalone blueprint folder structure from vanilla
The shipped vanilla game includes seven blueprint items under Bundles/Items/Blueprints/. These items use Type Supply and serve as blueprint host items. A crafting asset replaces this pattern entirely: instead of creating a dummy supply item to host the blueprint, the mod author creates a .asset file with Type SDG.Unturned.CraftingAsset and the blueprint defined directly inside it.
Vanilla pattern (item-hosted):
Bundles/Items/Blueprints/Blueprint_Cake/
Asset.dat ← type Supply, contains Blueprints block
English.dat ← localization for the host item
Crafting asset pattern (standalone):
Bundles/Assets/Blueprints/MyCraftingAsset.asset
← type CraftingAsset, contains Blueprints block
← no English.dat needed (the crafting asset has no display name)The crafting asset pattern is cleaner because it eliminates the dummy host item. The blueprint appears in the crafting menu exactly as the item-hosted version would, but no inventory item consumes a slot in the player's loadout.
Authoring a crafting asset: step-by-step workflow
Step 1: Determine whether a crafting asset is needed
A crafting asset is needed when the blueprint:
- Has multiple input items from different categories (no single owner)
- Has multiple output items (disassembly / component recovery)
- Has no clear owner item (server-wide recipes)
- Benefits from organizational grouping (all chemical recipes in one asset)
If the blueprint has a clear owner item (e.g., a gun that crafts its own ammunition), an item-hosted blueprint is simpler and should be preferred.
Step 2: Generate a GUID
Generate a fresh 32-character GUID for the crafting asset using [guid]::NewGuid().ToString("N").
Step 3: Author the .asset file
Create a new .asset file with Type SDG.Unturned.CraftingAsset and the Blueprints block containing the V2 blueprint definitions.
Step 4: Set CategoryTag
Decide which crafting menu tab the blueprint should appear in. Use the appropriate CraftingTag GUID from the vanilla set. If the mod introduces a new crafting station, the mod author must also create a new CraftingTag .asset file and author an icon for it.
Step 5: Define InputItems and OutputItems
List every input item (consumed on craft) and every output item (produced on craft). Use GUIDs only; crafting assets do not support the legacy ID format for item references. Each item reference must be a valid 32-character GUID that corresponds to a loaded asset.
Step 6: Add ToolInputItems (if applicable)
If the blueprint requires a non-consumable tool (a hammer, a workbench, a specialized station), add the tool's GUID to ToolInputItems.
Step 7: Add Conditions and Rewards (if applicable)
If the blueprint should be restricted to a specific map, profession, player level, or time of day, add the appropriate Conditions block. If the blueprint should grant experience or reputation on craft, add the appropriate Rewards block.
Step 8: Test in-game
- Load the game with the crafting asset installed.
- Open the crafting menu.
- Navigate to the crafting tab specified by
CategoryTag. - Confirm the blueprint appears in the expected tab.
- Confirm the input items are correctly consumed when the blueprint is crafted.
- Confirm the output items are correctly produced.
- Confirm any tool requirement is enforced (if
ToolInputItemsis set). - Confirm any condition restriction is enforced (if
Conditionsis set).
Organizing blueprints across multiple crafting assets
A mod with many blueprints should organize them across multiple crafting assets rather than placing all blueprints in a single file. The cohort-recommended organization strategy is:
- One crafting asset per crafting tag or station type. All workbench recipes go in one file; all kitchen recipes go in another; all chemical mixing recipes go in a third.
- One crafting asset per logical blueprint group. All ammunition blueprints go in one file; all component blueprints go in another; all salvage blueprints go in a third.
- One crafting asset per mod update or feature. Each content update adds a new crafting asset file, which makes it easy to identify which blueprints belong to which update.
The engine does not limit the number of crafting assets a mod can contain. The organizational strategy is purely for authoring convenience and mod maintainability.
As shown in the diagram above, each crafting asset groups related blueprints together. The player sees all blueprints in the appropriate crafting menu tab, with no indication that they come from different asset files.
Crafting asset and item-hosted blueprint coexistence
A crafting asset and an item-hosted blueprint can define the same blueprint (same input items, same output items) without conflicts. The engine registers both blueprints independently, and both appear in the crafting menu. The player can craft either version, consuming the same inputs and producing the same outputs from either blueprint entry.
The cohort recommends against defining duplicate blueprints intentionally. If a blueprint has a clear owner item, define it on that item and do not duplicate it in a crafting asset. Duplicate blueprints clutter the crafting menu and can confuse players who see multiple entries for the same recipe.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Crafting asset blueprint does not appear in crafting menu | CategoryTag set to an invalid GUID or blueprint syntax error | Confirm the CategoryTag GUID matches a loaded CraftingTag asset; verify the V2 blueprint syntax is correct |
| Blueprint appears in wrong crafting tab | CategoryTag set to the wrong CraftingTag GUID | Correct the CategoryTag field to the intended tag's GUID |
| Blueprint consumes wrong items | InputItems GUIDs misconfigured | Confirm every InputItems GUID matches the intended item's GUID |
| Blueprint produces wrong items | OutputItems GUIDs misconfigured | Confirm every OutputItems GUID matches the intended item's GUID |
| Blueprint consumes items but does not produce output | OutputItems block missing or empty | Add OutputItems with at least one item reference |
| Tool requirement not enforced | ToolInputItems syntax incorrect | Confirm ToolInputItems uses the same Item { Item <GUID> } syntax as InputItems |
| Condition does not restrict blueprint | Conditions block syntax incorrect | Confirm the Conditions block follows the V2 condition syntax documented in Blueprint Asset Reference |
| Blueprint visible when it should be hidden | Condition incorrectly configured or Conditions block missing | Review the condition configuration |
| Crafting asset not discovered by engine | File not under Bundles/ folder or has wrong extension | Confirm the file has .asset extension and is in a subfolder of Bundles/ |
| Engine reports "V1 format not supported" error | Blueprint uses Blueprint_#_ prefix syntax | Convert the blueprint to V2 format (remove the legacy prefix syntax and use the Blueprints block structure) |
| Blueprint appears but crafting does nothing | Output item GUID does not correspond to a valid item | Confirm the output item's mod is loaded and the GUID is correct |
| Blueprint requires items the player has but shows as uncraftable | Conditions block has a requirement the player does not meet | Check map, profession, kills, reputation, and time conditions |
Best practices
- Use crafting assets only when the blueprint has no clear owner item. Item-hosted blueprints are simpler and should be the default choice.
- Set
CategoryTagexplicitly on every blueprint in a crafting asset. Without a tag, the blueprint defaults to an unspecified category that may confuse players browsing the crafting menu. - Use one crafting asset per logical blueprint group. A mod with workbench recipes, kitchen recipes, and salvage recipes should have three crafting asset files.
- Verify every GUID in a crafting asset. A single incorrect GUID causes the blueprint to consume or produce the wrong item, and the error has no visual warning at authoring time.
- Keep the
GUIDfield on the crafting asset itself distinct from the GUIDs referenced inInputItemsandOutputItems. The crafting asset's own GUID does not appear in any gameplay UI and is used only for asset registration. - Do not duplicate item-hosted blueprints in crafting assets. Duplicates clutter the crafting menu and confuse players.
- Use V2 format only. Crafting assets do not support the legacy V1 blueprint prefix syntax.
- Document each crafting asset with comments at the top of the
.assetfile describing the blueprint group it contains.
Frequently asked questions
When should I use a crafting asset instead of a blueprint on an item?
Use a crafting asset when the blueprint has no single owner item. A recipe that combines metal scrap, cloth, and chemicals to produce a composite material does not belong to any one of the input items; placing it on a supply item that exists solely as a blueprint host is an anti-pattern that the crafting asset is designed to replace. Use an item-hosted blueprint when the blueprint clearly belongs to a specific item (e.g., a gun that crafts its own ammunition, a barricade that can be recycled into raw materials).
Can a crafting asset contain multiple blueprints?
Yes. A crafting asset can contain any number of blueprints within its Blueprints block. The cohort recommendation is to group related blueprints in one asset file (e.g., all workbench recipes in one file, all kitchen recipes in another) for organizational clarity.
Can a crafting asset blueprint have a right-click context menu action?
Crafting asset blueprints do not automatically generate right-click context menu actions. The automatic salvage, repair, and refill actions are generated only for item-hosted blueprints. If a crafting asset blueprint needs a right-click action, the action must be defined explicitly using the Actions system documented in Item Actions Reference.
Do crafting assets support the V1 blueprint format?
No. The SDG documentation states that "only the V2 blueprints format is supported" for crafting assets. The legacy Blueprint_#_ prefix syntax will not be parsed. All blueprints in a crafting asset must use the V2 Blueprints block syntax.
Does a crafting asset need an English.dat file?
No. A crafting asset has no display name, no inventory icon, and no localization. It exists solely as a blueprint container. The blueprint's display name in the crafting menu is derived from the output item's English.dat entry, not from the crafting asset itself.
Can a crafting asset reference items from other mods?
Yes. The InputItems and OutputItems fields accept GUIDs from any loaded mod. If the referenced item's mod is not loaded, the blueprint will not function (it will appear but the item will not be craftable because the input or output items do not exist in the loaded asset set). The crafting asset does not enforce any mod dependency.
How do I make a blueprint that costs experience points?
Use the Conditions block with a Reputation condition:
Conditions
{
Condition
{
Type Reputation
Reputation 5
}
}This condition requires the player to be at least level 5 before the blueprint becomes craftable. The experience is not consumed by the craft; it is a gate, not a cost.
Can I make a blueprint that teaches the player a skill?
Use the Rewards block with an Experience reward:
Rewards
{
Reward
{
Type Experience
Experience 100
}
}This reward grants 100 experience points to the player when the blueprint is crafted. The reward is in addition to the output items, not in place of them.
How do I make a blueprint that is only available at night?
Use the Conditions block with a Time condition:
Conditions
{
Condition
{
Type Time
Time Night
}
}The Time condition accepts Day and Night as values. The blueprint is visible and craftable only when the in-game time matches the condition.
Can a crafting asset contain blueprints for different crafting stations?
Yes. Each blueprint within the Blueprints block sets its own CategoryTag independently. A single crafting asset can contain blueprints that appear in the Workbench tab, the Kitchen tab, and the Chemical Mixing tab simultaneously.
What happens if I delete a crafting asset after publishing?
All blueprints defined in that crafting asset are removed from the crafting menu. Players who have a save file that was crafted using those blueprints will retain the crafted items in their inventory; the items themselves are not affected because the items are separate assets. Only the ability to craft new instances of those items through the deleted asset's blueprints is lost.
Can I use a crafting asset to override an existing vanilla blueprint?
No. A crafting asset adds new blueprints; it does not override or replace existing ones. If a vanilla item has a blueprint defined in its own Asset.dat, a crafting asset cannot suppress that blueprint or replace it with a different recipe. The vanilla blueprint and the crafting asset blueprint will both appear in the crafting menu.
How do crafting assets interact with the /reload command?
Crafting assets can be reloaded at runtime using /reload <asset-GUID>. After reloading, the crafting menu reflects the updated blueprints. The cohort recommendation is to use /reload during blueprint authoring to iterate without restarting the game.
Appendix A: Crafting asset quick-reference card
| Property | Value |
|---|---|
| Asset type | SDG.Unturned.CraftingAsset |
| File format | .asset |
| Blueprint format | V2 only |
| Host item | Not required |
| Display name | None (uses output item's name) |
| Right-click actions | Not automatically generated |
| Discovery | Startup enumeration of all .asset files |
| Folder convention | Bundles/Assets/Blueprints/ or similar |
Appendix B: CraftingTag reference
| Tag name | GUID (version 3.x) | Icon path |
|---|---|---|
| ChemicalMixing | (verify in game files) | UI/CraftingTagIcons/ChemicalMixing.png |
| Dyeing | (verify in game files) | UI/CraftingTagIcons/Dyeing.png |
| EnclosedHeat | (verify in game files) | UI/CraftingTagIcons/EnclosedHeat.png |
| Heat | (verify in game files) | UI/CraftingTagIcons/Heat.png |
| Kiln | (verify in game files) | UI/CraftingTagIcons/Kiln.png |
| Kitchen | (verify in game files) | UI/CraftingTagIcons/Kitchen.png |
| Sewing | (verify in game files) | UI/CraftingTagIcons/Sewing.png |
| Workbench | 7b82c125a5a54984b8bb26576b59e977 | UI/CraftingTagIcons/Workbench.png |
Appendix C: External references
- Smartly Dressed Games official modding documentation - Chapter 93: Crafting Assets - the authoritative reference for the crafting asset type and the V2 blueprint format.
- Unturned on Steam - the Unturned store page and community hub.
- Blueprint Asset Reference - the prerequisite article; covers the full V1 and V2 blueprint format in detail, including every field, condition type, and reward type referenced in this article.
- Item Actions Reference - covers right-click context menu actions; relevant for crafting assets that need explicit action definitions.
- Vehicle Redirector Reference - the previous article; covers the vehicle color variant redirector system.
- Asset Definitions Reference - the
.assetfile format reference. - Project Folder Structure and GUIDs - GUID generation and folder layout.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete CraftingAsset field reference, V2 blueprint structure, CraftingTag system, worked examples, organizational guidance, diagnostic table. |
Cross-references
- Blueprint Asset Reference - the prerequisite article; the complete V1 and V2 blueprint format reference that every crafting asset depends on.
- Item Actions Reference - covers the right-click context menu action system for blueprints that need explicit action definitions.
- Vehicle Redirector Reference - the previous article in this section.
- Crafting Blacklist Asset Reference - the next article; covers the crafting blacklist that restricts item usage in blueprints.
- Asset Definitions Reference - the
.assetfile format used by crafting assets. - Project Folder Structure and GUIDs - GUID generation workflow.
- Vehicle Mod Basics - the vehicle modding reference that uses the same
.datconventions. - Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
