Supply Asset Reference
Supply assets - officially referred to as crafting supplies in the Unturned™ codebase - are one of the most numerous item types in the game. A supply asset defines a raw material or crafting component: cloth, nails, planks, metal scrap, rope, tape, bricks, sugar, wire, leather, explosives components, clay, sticks, logs, and hundreds of other base resources. Unlike weapons, tools, or consumables, supply items cannot be held or equipped. They exist solely as inventory items that serve as ingredients in crafting blueprints, as components in the repair system, and as raw materials for the construction system.
57 Studios™ has documented and validated the full supply asset configuration surface across the shipped game files and the official Smartly Dressed Games documentation. This article covers every .dat field that applies to supply assets, the Actions system that enables secondary interactions (stacking, blueprint discovery), the Fishing_Catchable subsystem used by cloth and other supplies to define fishing behavior, the Blueprints integration that defines what can be crafted from the supply item, and the InventoryAudio field that controls inventory interaction sounds. Complete worked examples drawn from shipped game files are provided for each configuration pattern.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, specifically the ItemSupplyAsset class documented in the Supply Assets chapter. Shipped game file evidence from
Bundles/Items/Supplies/is cited for field values and patterns. Community-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for Unturned™ mod authors who are building custom crafting systems, creating new materials for construction, or adding resource items to custom maps. Readers should be familiar with the item .dat format and the blueprint crafting system. If you are new to Unturned™ modding, start with Item Asset Anatomy and the blueprint crafting tutorial before returning here. A working local Unturned™ install for in-game testing is required to verify blueprint interactions and crafting behavior.
What you will learn
- Every
.datfield available on the supply asset type, including the shared item fields and the supply-specific fields. - How the Actions system provides secondary interactions for supply items, including the Blueprint action for stacking and blueprint discovery.
- How the Fishing_Catchable subsystem configures a supply item as a fishing catchable object.
- How supply items integrate with the Blueprints system as both inputs and outputs of crafting recipes.
- How the
InventoryAudiofield controls the sound a supply item makes when picked up or moved in inventory. - How to author a complete supply asset with worked
.datexamples from shipped game files. - How to diagnose common supply asset authoring errors using the diagnostic table.
How the supply system works
The supply system in Unturned™ is built around the ItemSupplyAsset class, which is the simplest item asset subclass in the game. Unlike every other item type, ItemSupplyAsset defines no unique asset properties beyond the shared ItemAsset fields. This means supply items are structurally identical to a minimal item asset - they carry an ID, a GUID, a Type, a Name, inventory size fields, and an optional Rarity, but no gameplay-specific fields like damage values, durability, or delta modifiers.
The simplicity of the supply asset class is intentional. Supply items are ingredients, not tools. They exist to be consumed by crafting blueprints, to be used as construction materials, and to be traded between players. The complexity of a supply item's role in the game world is defined not by the supply asset's own fields but by the blueprints that consume it and the actions that are attached to it.
The two primary roles of a supply item are: as an ingredient in blueprints (consumed by the crafting system to produce other items) and as an object with actions (providing right-click menu interactions such as stacking or blueprint discovery). A supply item can fulfill both roles simultaneously, or it can be a simple ingredient with no actions at all.
Supply items have no unique asset properties
The official Smartly Dressed Games documentation states this explicitly: crafting supplies have no unique asset properties. The ItemSupplyAsset class inherits from ItemAsset and adds no new fields of its own. Every field that appears on a supply asset .dat file is either a shared ItemAsset field or a field from a subsystem that is not exclusive to the supply type (Actions, Blueprints, Fishing_Catchable, InventoryAudio). This is in contrast to every other item type, which adds subclass-specific fields (Fuel for fuel assets, Damage fields for melee assets, Clean_Water for refill assets).
The practical consequence for mod authors is that a supply asset is the simplest item type to author. It requires the identity fields, inventory size fields, and optionally any of the subsystem fields that the mod design requires. There are no required subclass-specific fields to configure.
File structure for a supply asset
A supply asset follows the standard item asset folder structure:
MySupplyItem/
├── Asset.dat ← primary supply asset definition
├── English.dat ← display name and description
└── MySupplyItem.unity3d ← master bundle containing the supply item prefabShipped game files in Bundles/Items/Supplies/ follow this pattern. Each supply variant occupies its own subfolder. The supply item prefab is typically a simple mesh representing the raw material - a roll of cloth, a bundle of nails, a stack of planks.
Required fields for all supply assets
The table below documents the fields that appear on every shipped supply asset. See Item Asset Anatomy for full documentation of the shared fields.
| Field | Type | Example | Required | Notes |
|---|---|---|---|---|
ID | uint16 | 66 | Yes | Unique item ID. Use the 50000+ range for custom mods. Vanilla supply IDs range from 37 (Log_Birch) to 71 (Nails). |
GUID | uint128 hex | 14901f32cd3240179fd6124324cc27e5 | Yes | 128-bit globally unique identifier. Generate a fresh GUID for every supply asset. |
Type | enum | Supply | Yes | Must be Supply for this asset type. |
Name | string | Cloth | Yes | Internal name. Conventionally matches the folder name and prefab name. |
Rarity | enum | Common | No | Most supply items are Common or omit the field. Some materials (Sheet_Metal) use Uncommon. |
Size_X | uint8 | 1 | Yes | Inventory grid width. Most supply items are 1x1 or 2x1. |
Size_Y | uint8 | 1 | Yes | Inventory grid height. |
Size_Z | float | 0.45 | No | The Z-axis size for stacking purposes. Controls how supply items stack in inventory. |
Size_Z and stacking behavior
The Size_Z field defines the item's depth dimension for inventory stacking purposes. Items with the same ID and compatible Size_Z values can stack in the player's inventory. The stacking limit is determined by the inventory system's configuration, not by the supply asset's .dat fields. Shipped values range from 0.35 (Nails) to 0.6 (Fuel canisters, though those are not Supply type). For supply items, Size_Z values between 0.35 and 0.5 are typical.
InventoryAudio field
Some supply assets include an InventoryAudio field that defines a custom sound played when the item is picked up or moved in the inventory:
| Field | Type | Example | Purpose |
|---|---|---|---|
InventoryAudio | Master Bundle Pointer | Sounds/Inventory/SmallMetal.asset | Defines a custom audio clip for inventory interaction sounds. When omitted, the engine uses a default inventory sound. |
The InventoryAudio field is optional and is used primarily for metal and heavy materials to provide appropriate tactile audio feedback. The shipped Sheet_Metal asset uses Sounds/Inventory/SmallMetal.asset. Wood-based supply items (logs, planks, sticks) typically do not set this field and use the default sound.
The Actions system
Supply items can define a set of secondary interactions (Actions) that appear in the right-click context menu when the player right-clicks the item in the inventory. Actions are defined using the Actions field block, which specifies an action count and a set of action entries.
Actions 2
Action_0_Type Blueprint
Action_0_Source 393
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Craft_Rag
Action_1_Type Blueprint
Action_1_Source 1913
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key StackAction field reference
| Field | Type | Purpose |
|---|---|---|
Actions | uint8 | The number of actions defined for this supply asset. |
Action_N_Type | enum | The type of the action. Blueprint is the most common type for supply items. |
Action_N_Source | uint16 | The item ID of the blueprint source item. This is the item whose blueprints are being accessed. |
Action_N_Blueprints | uint8 | The number of blueprints to display from the source item's blueprint list. |
Action_N_Blueprint_N_Index | uint8 | The index of the blueprint within the source item's blueprint list. |
Action_N_Key | string | The localization key for the action's display name in the context menu. |
The Blueprint action type
The most common action type for supply items is Blueprint, which opens a blueprint discovery or execution UI. The Source field points to the item ID whose blueprints should be displayed, and the Blueprint_N_Index selects which specific blueprint from that source to present.
The shipped Cloth asset demonstrates this pattern with two Blueprint actions:
- Action 0 (
Skill_Craft_Source 393): References the crafting skill blueprint for creating rags from cloth. - Action 1 (
Action_1_Source 1913): References the stacking operation blueprint, allowing players to combine multiple cloth items into a single stack.
The Key field provides a localization key for the action button text. The game resolves the key through the localization system; common keys include Craft_Rag, Stack, and generic crafting keys.
The Fishing_Catchable subsystem
Some supply items include a Fishing_Catchable block that defines the item's behavior when it is used as a fishable catch in the fishing minigame. The Cloth asset is the primary example of a supply item that is also a fishable catch. The Fishing_Catchable block is not exclusive to supply items - any item type can include it - but it appears on supply items because many fishable catches (rope, cloth, metal scrap) are crafting materials rather than food items.
Fishing_Catchable
{
Min_Relocate_Interval 2
Max_Relocate_Interval 3
Max_Upward_Acceleration 0.3
Max_Downward_Acceleration 0.3
Max_Upward_Speed 0.1
Max_Downward_Speed 0.1
Upper_Restitution 0
Lower_Restitution 0
Min_Target_Delta 0.28
Max_Target_Delta 0.32
Min_Target_Position 0.34
Max_Target_Position 0.66
Capture_Duration 1
Escape_Duration 4
Spring_Stiffness 16
Spring_Damping 8
}Fishing_Catchable field reference
| Field | Type | Purpose |
|---|---|---|
Min_Relocate_Interval | float | Minimum time in seconds between the catchable's position relocations under water. |
Max_Relocate_Interval | float | Maximum time in seconds between relocations. |
Max_Upward_Acceleration | float | Maximum upward acceleration when the catchable moves toward the surface. |
Max_Downward_Acceleration | float | Maximum downward acceleration when the catchable moves deeper. |
Max_Upward_Speed | float | Maximum upward speed during relocation. |
Max_Downward_Speed | float | Maximum downward speed during relocation. |
Upper_Restitution | float | Bounciness at the upper boundary of the catch zone. |
Lower_Restitution | float | Bounciness at the lower boundary of the catch zone. |
Min_Target_Delta | float | Minimum position change when the catchable targets a new location. |
Max_Target_Delta | float | Maximum position change when the catchable targets a new location. |
Min_Target_Position | float | Minimum vertical position within the catch zone. |
Max_Target_Position | float | Maximum vertical position within the catch zone. |
Capture_Duration | float | Time in seconds the player must hold the catch before it is captured. |
Escape_Duration | float | Time in seconds the catchable takes to escape if the player fails the capture. |
Spring_Stiffness | float | Stiffness of the fishing line spring when reeling in this catchable. |
Spring_Damping | float | Damping of the fishing line spring. Higher values reduce oscillation. |
A supply item that is configured as a Fishing_Catchable can be caught by players using a fishing rod. The catchable appears in the fishing minigame with the behavior defined by these fields. Not all supply items are fishable - only items with the Fishing_Catchable block can be caught. The block is entirely optional.
The Blueprints system integration
Supply items participate in the Blueprints system both as input ingredients (consumed by blueprints to produce other items) and as output products (produced by blueprints from other input ingredients). The blueprints themselves are defined in the blueprint item's .dat file or in the dedicated blueprint asset format, not in the supply item's .dat. The supply item's role in the blueprint system is defined by its GUID and ID, which are referenced by the blueprint's InputItems and OutputItems fields.
Supply item as blueprint input
When a blueprint consumes a supply item, the blueprint's InputItems field references the supply item by GUID:
InputItems "14901f32cd3240179fd6124324cc27e5 x 2" // ClothThis means the blueprint consumes 2 units of the Cloth supply item (GUID 14901f32cd3240179fd6124324cc27e5). The supply item's .dat file does not need any special configuration to be usable as a blueprint input - any item can be referenced by GUID in a blueprint's input list.
Supply item as blueprint output
When a blueprint produces a supply item, the blueprint's OutputItems field references the supply item:
OutputItems this // Output is the item whose .dat contains the blueprint
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap x 2The supply item can also define its own blueprints (blueprints that produce the supply item from other materials). The shipped Scrap_Metal asset demonstrates this: it defines a blueprint that consumes a Metal Sheet and produces 2 Metal Scrap. The blueprint is defined within the Scrap_Metal.dat file's Blueprints block.
Blueprints block within the supply asset
Supply items can define their own crafting blueprints within the .dat file using the Blueprints block syntax:
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d833f7" // Gear
InputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
OutputItems this
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]This blueprint says: "Consume 2 Metal Scrap to produce 1 of this item (e.g., Cloth)." The CategoryTag specifies which crafting category the blueprint belongs to, the InputItems defines what is consumed, the OutputItems defines what is produced, and the Effect defines the crafting animation effect.
Complete supply .dat field reference
All recognized fields on a supply asset
The table below documents every field that can appear on a supply asset .dat file, including shared item fields and optional subsystem fields.
| Field | Type | Required | Notes |
|---|---|---|---|
ID | uint16 | Yes | Unique numeric ID. |
GUID | uint128 hex | Yes | Globally unique identifier. |
Type | enum | Yes | Must be Supply. |
Name | string | Yes | Internal name. |
Rarity | enum | No | Defaults to Common when omitted. |
Size_X | uint8 | Yes | Inventory grid width. |
Size_Y | uint8 | Yes | Inventory grid height. |
Size_Z | float | No | Stacking depth. |
Bypass_ID_Limit | bool | Conditional | Required for IDs above 2000. |
Actions | uint8 | No | Number of action entries. |
Action_N_Type | enum | Conditional | Type of action N. Required if Actions > 0. |
Action_N_Source | uint16 | Conditional | Source item ID for action N. Required for Blueprint actions. |
Action_N_Blueprints | uint8 | Conditional | Blueprint count for action N. |
Action_N_Blueprint_N_Index | uint8 | Conditional | Blueprint index within the source. |
Action_N_Key | string | Conditional | Localization key for action N. |
Fishing_Catchable | block | No | Fishing minigame catchable behavior. |
Blueprints | block | No | Crafting recipes that produce this item. |
InventoryAudio | Master Bundle Pointer | No | Custom inventory interaction sound. |
Worked example: simple crafting component (Cloth pattern)
The example below is modelled on the shipped Cloth.dat with a custom ID and GUID. This configuration produces a basic crafting component with fishing catchable behavior and blueprint actions.
ID 50070
GUID a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d
Type Supply
Name CustomCloth
Size_X 1
Size_Y 1
Size_Z 0.45
Fishing_Catchable
{
Min_Relocate_Interval 2
Max_Relocate_Interval 3
Max_Upward_Acceleration 0.3
Max_Downward_Acceleration 0.3
Max_Upward_Speed 0.1
Max_Downward_Speed 0.1
Upper_Restitution 0
Lower_Restitution 0
Min_Target_Delta 0.28
Max_Target_Delta 0.32
Min_Target_Position 0.34
Max_Target_Position 0.66
Capture_Duration 1
Escape_Duration 4
Spring_Stiffness 16
Spring_Damping 8
}
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d833f7"
InputItems "01ee4903b12b4998aa0ad5d7a0a567ba x 2"
OutputItems this
Effect "84347b13028340b8976033c08675d458"
}
]
Actions 2
Action_0_Type Blueprint
Action_0_Source 393
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Craft_Rag
Action_1_Type Blueprint
Action_1_Source 1913
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key StackCompanion English.dat:
Name Custom Cloth
Description A sheet of thick, warm fabric and thread. Used in basic crafting and fishing.Worked example: metal material (Sheet_Metal pattern)
The example below is modelled on the shipped Sheet_Metal.dat with a custom ID and GUID. This configuration produces a metal crafting material with an InventoryAudio field and a craftable-from-scrap blueprint.
ID 50071
GUID b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e
Type Supply
Name CustomSheetMetal
Rarity Uncommon
Size_X 2
Size_Y 2
Size_Z 0.5
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d833f7"
InputItems "21ede8ebffb14c5580e8c7ad149e335e x 2"
OutputItems this
Effect "84347b13028340b8976033c08675d458"
}
]
Actions 1
Action_0_Type Blueprint
Action_0_Source 1910
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Stack
InventoryAudio Sounds/Inventory/SmallMetal.assetCompanion English.dat:
Name Custom Sheet Metal
Description A sturdy sheet of metal. Used in advanced crafting and construction. Requires a blowtorch to work.This configuration demonstrates the InventoryAudio field, which provides a metal clink sound when the sheet metal is picked up or moved in the inventory. The Rarity Uncommon indicates that sheet metal is a higher-tier crafting material than basic components like cloth.
Worked example: simple raw material (Log_Birch pattern)
The example below is modelled on the shipped Log_Birch.dat with a custom ID and GUID. This configuration produces a simple raw material with only the Action for stacking - no fishing catchable, no self-contained blueprint.
ID 50072
GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f
Type Supply
Name CustomLog
Size_X 2
Size_Y 1
Size_Z 0.35
Actions 1
Action_0_Type Blueprint
Action_0_Source 1901
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key StackCompanion English.dat:
Name Custom Birch Log
Description A harvested birch log. Used in construction and woodworking.This is the simplest practical supply asset configuration. It has no Fishing_Catchable, no self-contained Blueprints, no InventoryAudio, and no Rarity. The only action is Stack, which allows the player to combine multiple logs into a single inventory stack.
Supply item inventory size guidelines
The table below documents the inventory size conventions across shipped supply items, providing cohort-recommended values for custom supply asset authoring.
| Material type | Size_X | Size_Y | Size_Z | Example shipped item |
|---|---|---|---|---|
| Small component (scrap, cloth, nails, tape) | 1 | 1 | 0.35-0.45 | Cloth (1x1x0.45), Nails (1x1x0.35) |
| Medium sheet (metal, leather, bricks) | 2 | 2 | 0.45-0.5 | Sheet_Metal (2x2x0.5), Bricks |
| Long material (plank, stick, bar) | 2 | 1 | 0.35 | Log_Birch (2x1x0.35), Plank_Birch |
| Bulk material (explosives, sugar, clay) | 1 | 1 | 0.35-0.4 | Clay (1x1), Sugar (1x1) |
| Currency (money variants) | 1 | 1 | 0.1-0.2 | Money_1, Money_5 |
The Size_Z value is the least visually apparent field on a supply item - it is not displayed in the inventory grid view - but it controls stacking behavior. Items with the same ID must have the same Size_Z to stack correctly. If a supply item's Size_Z does not match the Size_Z of existing instances, the items will not stack in inventory even if they share the same ID.
Supply assets in the crafting economy
Supply assets are the backbone of the Unturned™ crafting economy. Every crafted item - from bandages to building materials to weapon modifications - depends on supply items as inputs. The balance of a custom map or modded game mode is significantly affected by the availability, rarity, and stack size of supply items.
Rarity and availability by material tier
| Tier | Examples | Typical Rarity | Typical spawn frequency | Role in economy |
|---|---|---|---|---|
| Tier 1 (basic) | Cloth, Scrap_Metal, Stick, Nails, Tape | Common | Very high | Foundation materials; used in nearly every blueprint |
| Tier 2 (refined) | Sheet_Metal, Planks, Rope, Leather | Uncommon | Moderate | Intermediate materials; require tier 1 items to craft |
| Tier 3 (advanced) | Explosives, Military parts, Sugar, Chemicals | Rare | Low | Specialized materials; used in high-tier blueprints |
| Tier 4 (specialized) | Specific components, XMAS event items | Epic or Legendary | Very low | Event-specific or quest-specific materials |
This tier system is not enforced by the engine - any supply asset can have any Rarity value - but it is the dominant pattern across shipped game files and is the cohort-validated convention for 57 Studios™ mod projects.
Supply item stacking in inventory
Supply items stack in the player's inventory when the player has multiple instances of the same item ID. The maximum stack size is controlled by the inventory system's configuration, not by the supply asset's .dat fields. The Actions system provides a Stack action (referencing the stacking blueprint source) that allows players to combine partial stacks into a single stack. Without a Stack action, partial stacks cannot be combined except by dropping and re-picking-up items.
Frequently asked questions
Why does the SDG documentation say supply assets have no unique properties?
The ItemSupplyAsset class inherits from ItemAsset and adds no new fields of its own. Unlike ItemFuelAsset (which adds Fuel, Always_Spawn_Full, Delete_After_Filling_Target) or ItemRefillAsset (which adds all the Clean_*, Dirty_*, Salty_* fields), the supply class is a pure identity-and-inventory item. The fields that appear on shipped supply .dat files (Actions, Fishing_Catchable, Blueprints, InventoryAudio) are subsystem fields that can appear on any item type - they are not exclusive to the supply class. This is a structural characteristic of the Unturned™ asset hierarchy that new mod authors frequently find surprising.
Can a supply item be equipped?
No. Supply items cannot be held or equipped. The ItemSupplyAsset class does not support the equipment slot system. A supply item with Slot set to any value other than a non-equippable slot will still not be equippable because the runtime handler for supply items does not support equipment. If the mod design requires a material item that is also equippable (a roll of cloth used as a cosmetic scarf, for example), author the item as a different item type (Clothing) and use the material appearance.
Can a supply item be used directly (right-click use)?
Not through the standard supply asset system. Supply items do not have a Useable field and do not support a direct use action. The only interactions available for supply items are:
- Left-click to select and move in inventory.
- Right-click to open the context menu showing any actions defined in the
Actionsblock. - Drag-and-drop into a crafting or construction UI slot. The absence of a direct use behavior is what distinguishes supply items from consumable items (Food, Water, Medical) and useable items (Fuel, Refill).
What is the difference between a supply item and a blueprint item?
A supply item is a raw material or component that exists as an inventory item. A blueprint item is a separate item type that teaches the player a new crafting recipe when consumed. Supply items are defined by ItemSupplyAsset; blueprint items are defined by a different asset class. The two types serve different roles: supply items are ingredients, blueprint items are recipe-unlock items. A supply item can be both an ingredient in blueprints and the subject of actions, but it cannot unlock blueprints in the way that a blueprint item does.
Can a supply item have durability?
Supply items do not use the durability system. The Durability and Wear fields from other item types have no effect on supply assets. A supply item is either present in inventory (at full "condition") or consumed by a blueprint (removed from inventory). There is no wear or degradation mechanic for supply items. If the mod design requires a material that degrades over time or with use, that behavior must be implemented through server-side scripting.
How do I make a supply item that can be caught by fishing?
Add a Fishing_Catchable block to the supply item's .dat file with the appropriate field values for the desired fishing behavior. The shipped Cloth asset provides a reference configuration. Each fishing-catchable item can have unique behavior parameters, so mod authors should tune the Fishing_Catchable fields to produce the desired challenge level for the fishing minigame.
Can a supply item be used in multiple blueprints?
Yes. A single supply item can be referenced by GUID in any number of blueprints across any number of blueprint assets and item .dat files. The blueprint system does not limit how many recipes can consume a given supply item. This is the standard pattern for common materials like Cloth and Scrap_Metal, which appear in dozens of blueprints across the vanilla game.
Do I need a prefab for a supply item?
Yes. Every item asset in Unturned™, including supply items, requires a prefab in a master bundle. The prefab defines the item's visual representation in the inventory grid and when dropped in the world. For supply items, the prefab is typically a simple geometric representation of the raw material - a rolled cloth shape, a bundle of sticks, a stack of planks. The prefab does not need animation or complex sub-meshes. A simple mesh with a single material is sufficient for most supply items.
What happens if I set Size_X and Size_Y to 0?
Setting Size_X or Size_Y to 0 produces an item with no inventory footprint - it cannot be seen or interacted with in the inventory grid. The item still exists in the player's inventory data but cannot be dragged, dropped, or used in any interaction. This is not a useful configuration for any item type. Always set both Size_X and Size_Y to at least 1.
Can a supply item be sold to NPC traders?
The NPC trader system in Unturned™ references items by their ID, not by their item type. Any item - including supply items - can be configured as a buyable or sellable item in an NPC trader's inventory. The trader configuration is defined in the NPC asset's .dat file, not in the supply item's .dat. There are no fields on the supply asset that affect trader behavior.
Why does my custom supply item not appear in crafting menus?
The crafting menu displays blueprints that are available to the player based on the player's inventory contents and skill levels. A supply item that is not in the player's inventory will not cause its consumption blueprints to appear in the crafting menu, even if the player has the required skill level. This is expected behavior - the crafting system only shows blueprints whose input items are present in the player's inventory. Verify that the player actually has the supply item in their inventory before testing blueprint visibility.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
Supply item does not appear in inventory after @give | ID mismatch or .dat in wrong folder | Confirm ID in command matches ID in .dat; check folder path |
| Supply item appears but has no right-click menu | Actions block not defined | Add an Actions block if context menu interactions are desired |
| Supply item shows pink material | Shader missing or material not assigned in bundle | Re-assign material in Unity, rebuild bundle |
| Supply item is invisible when dropped | Prefab reference broken in master bundle | Re-assign prefab in Unity, rebuild bundle |
| Supply items with same ID do not stack in inventory | Size_Z values differ between instances | Ensure all instances have the same Size_Z value |
| Stack action does not appear | Stack blueprint action not configured | Add a Stack blueprint action referencing a valid stack source |
| Fishing catchable does not appear when fishing | Fishing_Catchable block missing or incorrect | Verify the block is present and the fields are valid |
| Blueprint consuming this item does not work | GUID reference in blueprint is incorrect | Confirm the blueprint's InputItems uses the correct GUID |
| Item cannot be crafted even with blueprint | Blueprint skill requirement not met | Check the Skill and Skill_Level fields in the blueprint |
| Custom InventoryAudio does not play | Audio clip path wrong or clip not in bundle | Verify the path and rebuild the bundle with the clip |
| Supply item appears in wrong inventory slot | Slot field set to an equippable value | Remove or set Slot correctly (supply items do not equip) |
Best practices
- Generate a fresh GUID for every supply asset. Never reuse GUIDs from other items.
- Choose IDs in the 50000+ range to avoid collision with vanilla IDs (37-71 range for shipped supplies).
- Set
Size_XandSize_Yto match the visual size of the material. Small components are 1x1; sheet materials are 2x2; long materials are 2x1. - Set
Size_Zconsistently across all instances of the same supply item to enable stacking. - Add a
Stackblueprint action to every craftable supply item so players can combine partial stacks. - Use
InventoryAudiofor metal and heavy materials to provide appropriate tactile feedback. - Add
Fishing_Catchableonly when the supply item is intended to be caught by fishing. - Keep the supply prefab simple - a few hundred triangles with a single material is sufficient.
- Test blueprint consumption and production in single-player before publishing.
- Verify that the supply item's GUID is correctly referenced in every blueprint that consumes or produces it.
Advanced considerations
Supply items as currency in RP server economies
On roleplay servers such as Horizon Life RP - a 57 Studios™ development context - supply items frequently serve as de facto currency. Cloth, metal scrap, and nails are used as trade goods in player-to-player transactions because they are universally useful in crafting. A supply item mod designed for an RP economy should consider the item's role as currency: small size (1x1), moderate stackability, and high blueprints demand make a supply item more useful as a trade good.
Supply items with multiple Fishing_Catchable configurations
A mod that introduces multiple fishable materials should give each material a distinct Fishing_Catchable configuration to differentiate the fishing experience. A scrap metal catch should be heavier (higher Spring_Stiffness, lower Max_Upward_Speed) than a cloth catch. A valuable material (explosives components) should be harder to catch (shorter Capture_Duration, longer Escape_Duration) than a common material.
Supply items in event and seasonal content
Event-specific supply items (XMAS event items like Cane Fragments and Ice) follow the same supply asset pattern as standard materials but are typically configured with a Legendary or Epic rarity and are not obtainable through standard loot tables. Event supply items should be configured with unique GUIDs and IDs that do not conflict with the permanent supply item pool.
Supply items as quest or objective items
Supply items with very specific inventory configurations (Size_X 1, Size_Y 1, no actions, no fishing catchable, no blueprints) serve well as quest or objective items - an item that the player must carry to a specific location or deliver to an NPC. For this use case, omit all optional fields and provide a descriptive English.dat name and description that clues the player into the quest context.
Supply items and the item stacking limit
The inventory system enforces a maximum stack size per item ID. The exact limit is configured by the server's inventory settings and is not controlled by the supply asset's .dat fields. Mod authors who want to increase or decrease the stackability of a supply item cannot do so through the asset fields - the change must be made at the server configuration level.
Appendix A: Supply asset .dat quick-reference template
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type Supply
Name <InternalSupplyName>
Rarity <Common|Uncommon|Rare>
Size_X <1>
Size_Y <1>
Size_Z <0.35>
Bypass_ID_Limit True
// Optional: Fishing_Catchable block
// Fishing_Catchable
// {
// Min_Relocate_Interval 2
// Max_Relocate_Interval 3
// ... (full field set)
// }
// Optional: Blueprints block
// Blueprints
// [
// {
// CategoryTag "<guid>"
// InputItems "input-guid x count"
// OutputItems this
// Effect "<guid>"
// }
// ]
// Optional: Actions block
// Actions 1
// Action_0_Type Blueprint
// Action_0_Source <sourceItemID>
// Action_0_Blueprints 1
// Action_0_Blueprint_0_Index 0
// Action_0_Key Stack
// Optional: InventoryAudio
// InventoryAudio Sounds/Inventory/SmallMetal.assetAppendix B: Supply item configuration patterns
| Pattern | Has Fishing_Catchable | Has Blueprints (self) | Has Actions | Use case |
|---|---|---|---|---|
| Simple raw material | No | No | Stack only | Logs, sticks, basic natural resources |
| Fishable material | Yes | Optional | Stack + optional craft | Cloth, rope, items caught by fishing that are also craftable |
| Refined material | No | Yes (craft-from) | Stack | Sheet metal, planks - items crafted from lower-tier materials |
| Complex component | No | Yes (craft-from + craft-into) | Stack + craft actions | Advanced materials used in multiple recipe chains |
| Event item | No | No | None | Seasonal items that exist as collectibles or quest objectives |
Appendix C: External references
| Resource | URL | Notes |
|---|---|---|
| Smartly Dressed Games modding documentation | https://docs.smartlydressedgames.com/en/stable/ | Official field reference for ItemSupplyAsset. |
| Unturned on Steam | https://store.steampowered.com/app/304930/Unturned/ | Game changelog and community hub. |
| Item Asset Anatomy | /items/item-asset-anatomy | Shared field reference for all item types, including supply assets. |
| Refill Asset Reference | /items/refill-asset-reference | The previous article; covers water canister assets. |
| Food, Water, and Medical Items | /items/food-water-medical | Consumable item types that share the identity field set with supply assets. |
| Project Folder Structure and GUIDs | /items/project-folder-structure-and-guids | GUID generation and folder layout for all item mods. |
| Master Bundle Export | /items/master-bundle-export | The Unity bundling pipeline for packaging item prefabs. |
Cross-references
- Item Asset Anatomy - the shared field reference for all item types, including the identity fields used by supply assets.
- Refill Asset Reference - the previous article; covers the structurally similar refill asset type.
- Food, Water, and Medical Items - companion reference for consumable item types that share the identity field set.
- Project Folder Structure and GUIDs - GUID generation and folder layout conventions for all item types.
- Master Bundle Export - the Unity bundling pipeline for packaging item prefabs, including supply item models.
- Smartly Dressed Games modding documentation - official field reference for the
ItemSupplyAssetclass. - Unturned on Steam - game page and community.
Authoring checklist
Before publishing a supply asset mod, confirm the following:
- [ ] GUID is unique - generated fresh, not copied from another asset
- [ ] ID is in the 50000+ range
- [ ]
Type Supplyis present - [ ]
Size_XandSize_Yare set to match the intended inventory footprint - [ ]
Size_Zis set consistently across all instances of the same supply item - [ ]
Bypass_ID_Limit Trueis present if ID exceeds 2000 - [ ]
Fishing_Catchableblock is present only if the item should be fishable - [ ]
Actionsblock is present if context menu interactions are desired - [ ] Stack action is configured for craftable supply items
- [ ]
Blueprintsblock is present if the supply item is craftable from other items - [ ]
InventoryAudiois set for metal and heavy materials - [ ]
English.datis authored with Name and Description fields - [ ] Master bundle contains the supply item prefab at the correct name
- [ ] Tested in single-player: item spawns, stacks correctly, and interacts with blueprints as expected
- [ ] If fishable: tested in fishing minigame - catchable appears and behaves as configured
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full supply asset .dat field reference, Actions system, Fishing_Catchable subsystem, Blueprints integration, worked examples, FAQ, diagnostic table, appendices. |
