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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.

A supply crate containing raw crafting materials in the Unturned inventory grid

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 .dat field 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 InventoryAudio field controls the sound a supply item makes when picked up or moved in inventory.
  • How to author a complete supply asset with worked .dat examples 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 prefab

Shipped 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.

FieldTypeExampleRequiredNotes
IDuint1666YesUnique item ID. Use the 50000+ range for custom mods. Vanilla supply IDs range from 37 (Log_Birch) to 71 (Nails).
GUIDuint128 hex14901f32cd3240179fd6124324cc27e5Yes128-bit globally unique identifier. Generate a fresh GUID for every supply asset.
TypeenumSupplyYesMust be Supply for this asset type.
NamestringClothYesInternal name. Conventionally matches the folder name and prefab name.
RarityenumCommonNoMost supply items are Common or omit the field. Some materials (Sheet_Metal) use Uncommon.
Size_Xuint81YesInventory grid width. Most supply items are 1x1 or 2x1.
Size_Yuint81YesInventory grid height.
Size_Zfloat0.45NoThe 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:

FieldTypeExamplePurpose
InventoryAudioMaster Bundle PointerSounds/Inventory/SmallMetal.assetDefines 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 Stack

Action field reference

FieldTypePurpose
Actionsuint8The number of actions defined for this supply asset.
Action_N_TypeenumThe type of the action. Blueprint is the most common type for supply items.
Action_N_Sourceuint16The item ID of the blueprint source item. This is the item whose blueprints are being accessed.
Action_N_Blueprintsuint8The number of blueprints to display from the source item's blueprint list.
Action_N_Blueprint_N_Indexuint8The index of the blueprint within the source item's blueprint list.
Action_N_KeystringThe 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

FieldTypePurpose
Min_Relocate_IntervalfloatMinimum time in seconds between the catchable's position relocations under water.
Max_Relocate_IntervalfloatMaximum time in seconds between relocations.
Max_Upward_AccelerationfloatMaximum upward acceleration when the catchable moves toward the surface.
Max_Downward_AccelerationfloatMaximum downward acceleration when the catchable moves deeper.
Max_Upward_SpeedfloatMaximum upward speed during relocation.
Max_Downward_SpeedfloatMaximum downward speed during relocation.
Upper_RestitutionfloatBounciness at the upper boundary of the catch zone.
Lower_RestitutionfloatBounciness at the lower boundary of the catch zone.
Min_Target_DeltafloatMinimum position change when the catchable targets a new location.
Max_Target_DeltafloatMaximum position change when the catchable targets a new location.
Min_Target_PositionfloatMinimum vertical position within the catch zone.
Max_Target_PositionfloatMaximum vertical position within the catch zone.
Capture_DurationfloatTime in seconds the player must hold the catch before it is captured.
Escape_DurationfloatTime in seconds the catchable takes to escape if the player fails the capture.
Spring_StiffnessfloatStiffness of the fishing line spring when reeling in this catchable.
Spring_DampingfloatDamping 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" // Cloth

This 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 2

The 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.

FieldTypeRequiredNotes
IDuint16YesUnique numeric ID.
GUIDuint128 hexYesGlobally unique identifier.
TypeenumYesMust be Supply.
NamestringYesInternal name.
RarityenumNoDefaults to Common when omitted.
Size_Xuint8YesInventory grid width.
Size_Yuint8YesInventory grid height.
Size_ZfloatNoStacking depth.
Bypass_ID_LimitboolConditionalRequired for IDs above 2000.
Actionsuint8NoNumber of action entries.
Action_N_TypeenumConditionalType of action N. Required if Actions > 0.
Action_N_Sourceuint16ConditionalSource item ID for action N. Required for Blueprint actions.
Action_N_Blueprintsuint8ConditionalBlueprint count for action N.
Action_N_Blueprint_N_Indexuint8ConditionalBlueprint index within the source.
Action_N_KeystringConditionalLocalization key for action N.
Fishing_CatchableblockNoFishing minigame catchable behavior.
BlueprintsblockNoCrafting recipes that produce this item.
InventoryAudioMaster Bundle PointerNoCustom 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 Stack

Companion 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.asset

Companion 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 Stack

Companion 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 typeSize_XSize_YSize_ZExample shipped item
Small component (scrap, cloth, nails, tape)110.35-0.45Cloth (1x1x0.45), Nails (1x1x0.35)
Medium sheet (metal, leather, bricks)220.45-0.5Sheet_Metal (2x2x0.5), Bricks
Long material (plank, stick, bar)210.35Log_Birch (2x1x0.35), Plank_Birch
Bulk material (explosives, sugar, clay)110.35-0.4Clay (1x1), Sugar (1x1)
Currency (money variants)110.1-0.2Money_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

TierExamplesTypical RarityTypical spawn frequencyRole in economy
Tier 1 (basic)Cloth, Scrap_Metal, Stick, Nails, TapeCommonVery highFoundation materials; used in nearly every blueprint
Tier 2 (refined)Sheet_Metal, Planks, Rope, LeatherUncommonModerateIntermediate materials; require tier 1 items to craft
Tier 3 (advanced)Explosives, Military parts, Sugar, ChemicalsRareLowSpecialized materials; used in high-tier blueprints
Tier 4 (specialized)Specific components, XMAS event itemsEpic or LegendaryVery lowEvent-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 Actions block.
  • 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

SymptomMost likely causeResolution
Supply item does not appear in inventory after @giveID mismatch or .dat in wrong folderConfirm ID in command matches ID in .dat; check folder path
Supply item appears but has no right-click menuActions block not definedAdd an Actions block if context menu interactions are desired
Supply item shows pink materialShader missing or material not assigned in bundleRe-assign material in Unity, rebuild bundle
Supply item is invisible when droppedPrefab reference broken in master bundleRe-assign prefab in Unity, rebuild bundle
Supply items with same ID do not stack in inventorySize_Z values differ between instancesEnsure all instances have the same Size_Z value
Stack action does not appearStack blueprint action not configuredAdd a Stack blueprint action referencing a valid stack source
Fishing catchable does not appear when fishingFishing_Catchable block missing or incorrectVerify the block is present and the fields are valid
Blueprint consuming this item does not workGUID reference in blueprint is incorrectConfirm the blueprint's InputItems uses the correct GUID
Item cannot be crafted even with blueprintBlueprint skill requirement not metCheck the Skill and Skill_Level fields in the blueprint
Custom InventoryAudio does not playAudio clip path wrong or clip not in bundleVerify the path and rebuild the bundle with the clip
Supply item appears in wrong inventory slotSlot field set to an equippable valueRemove 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_X and Size_Y to match the visual size of the material. Small components are 1x1; sheet materials are 2x2; long materials are 2x1.
  • Set Size_Z consistently across all instances of the same supply item to enable stacking.
  • Add a Stack blueprint action to every craftable supply item so players can combine partial stacks.
  • Use InventoryAudio for metal and heavy materials to provide appropriate tactile feedback.
  • Add Fishing_Catchable only 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.asset

Appendix B: Supply item configuration patterns

PatternHas Fishing_CatchableHas Blueprints (self)Has ActionsUse case
Simple raw materialNoNoStack onlyLogs, sticks, basic natural resources
Fishable materialYesOptionalStack + optional craftCloth, rope, items caught by fishing that are also craftable
Refined materialNoYes (craft-from)StackSheet metal, planks - items crafted from lower-tier materials
Complex componentNoYes (craft-from + craft-into)Stack + craft actionsAdvanced materials used in multiple recipe chains
Event itemNoNoNoneSeasonal items that exist as collectibles or quest objectives

Appendix C: External references

ResourceURLNotes
Smartly Dressed Games modding documentationhttps://docs.smartlydressedgames.com/en/stable/Official field reference for ItemSupplyAsset.
Unturned on Steamhttps://store.steampowered.com/app/304930/Unturned/Game changelog and community hub.
Item Asset Anatomy/items/item-asset-anatomyShared field reference for all item types, including supply assets.
Refill Asset Reference/items/refill-asset-referenceThe previous article; covers water canister assets.
Food, Water, and Medical Items/items/food-water-medicalConsumable item types that share the identity field set with supply assets.
Project Folder Structure and GUIDs/items/project-folder-structure-and-guidsGUID generation and folder layout for all item mods.
Master Bundle Export/items/master-bundle-exportThe Unity bundling pipeline for packaging item prefabs.

Cross-references

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 Supply is present
  • [ ] Size_X and Size_Y are set to match the intended inventory footprint
  • [ ] Size_Z is set consistently across all instances of the same supply item
  • [ ] Bypass_ID_Limit True is present if ID exceeds 2000
  • [ ] Fishing_Catchable block is present only if the item should be fishable
  • [ ] Actions block is present if context menu interactions are desired
  • [ ] Stack action is configured for craftable supply items
  • [ ] Blueprints block is present if the supply item is craftable from other items
  • [ ] InventoryAudio is set for metal and heavy materials
  • [ ] English.dat is 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

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Full supply asset .dat field reference, Actions system, Fishing_Catchable subsystem, Blueprints integration, worked examples, FAQ, diagnostic table, appendices.