Tag Asset Reference
The Tag asset type is one of the simpler but most strategically important asset classes in Unturned™ modding. Although tags have some display properties, their primary purpose is to act as unique identifiers shared across multiple assets. This makes them especially useful for cross-mod compatibility. A tag is a lightweight label that other assets reference to create groupings, filters, and compatibility checks. Two systems currently use tags: workstation crafting capabilities and blueprint categorization.
57 Studios™ has documented and validated the full tag asset configuration surface across all 22 shipped tag .asset files in Bundles\Assets\Tags\. This article covers every field that applies to tag assets, the complete inventory of shipped tags with their GUIDs and icon paths, how tags filter blueprints in the crafting interface, how workstation crafting capabilities reference tags, and the cross-mod compatibility patterns that make tags valuable for mod authors.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. Game file evidence is drawn from the 22
.assetfiles inBundles\Assets\Tags\and their associated icon textures.
Who this article is for
This article is written for Unturned™ mod authors who want to create custom blueprint categories, define crafting station types for workstation-based crafting, or use tags as cross-mod compatibility markers. Mod authors who are creating custom crafting systems or blueprint collections should understand how tags organize and filter the blueprint UI. Server operators who maintain mod packs with multiple content mods can use tags to ensure cross-mod compatibility in their curated collections.
How the tag system works
A tag asset is a lightweight identifier that other assets reference through GUID pointers. The engine does not execute any behavior on a tag itself; instead, tags are read by the blueprint system, the crafting station system, and any custom code that queries the tag registry.
Blueprint categorization
When a blueprint asset includes a tag reference, the blueprint appears in the crafting interface under the category associated with that tag. The 11 blueprint category tags (Ammo, Apparel, Barricade, Furniture, Gear, Repair, Salvage, Structure, Supply, Tool, Utilities) organize the crafting menu into tabs. Each blueprint carries one or more tag GUIDs that determine which tab it appears in.
Workstation crafting capabilities
When a workstation asset (such as a workbench, kiln, or sewing table) includes a tag reference in its crafting capability list, that workstation can craft blueprints that require the matching tag. The 6 crafting tags (ChemicalMixing, Dyeing, EnclosedHeat, Heat, Kiln, Kitchen, Sewing, Workbench) define which crafting station types are required for specific blueprints.
Cross-mod compatibility
Because tags are identified by GUID, two different mods can reference the same tag GUID to declare compatibility without knowing about each other's internal asset structure. A mod that defines a custom blueprint category tag can publish the GUID in its documentation, and other mods can reference that GUID in their blueprint assets to place blueprints in the custom category.
The 22 shipped tag assets
The following table documents all 22 tag .asset files in Bundles\Assets\Tags\, organized by subdirectory.
BlueprintCategory tags (11 files)
| File | GUID | HasIcon | IconPath |
|---|---|---|---|
| BlueprintCategoryTag_Ammo.asset | d739926736374e5ba34b4ac6ffbb5c8f | true | UI/BlueprintCategoryTagIcons/Ammo.png |
| BlueprintCategoryTag_Apparel.asset | ebe755533bdd42d1871c3ac66b89530f | true | UI/BlueprintCategoryTagIcons/Apparel.png |
| BlueprintCategoryTag_Barricade.asset | 31a59b5fec3f4ec5b2887b1ce4acb029 | true | UI/BlueprintCategoryTagIcons/Barricade.png |
| BlueprintCategoryTag_Furniture.asset | b0c6cc0a8b4346be89aef697ecdb8e46 | true | UI/BlueprintCategoryTagIcons/Furniture.png |
| BlueprintCategoryTag_Gear.asset | cdb2df24b76d4c6e9d8411c940d8337f | true | UI/BlueprintCategoryTagIcons/Gear.png |
| BlueprintCategoryTag_Repair.asset | 732ee6ffeb18418985cf4f9fde33dd11 | true | UI/BlueprintCategoryTagIcons/Repair.png |
| BlueprintCategoryTag_Salvage.asset | 7ed29f9101ae4523a3b2e389414b7bd9 | true | UI/BlueprintCategoryTagIcons/Salvage.png |
| BlueprintCategoryTag_Structure.asset | 71d9e182c18b4aad8e87778e4f621995 | true | UI/BlueprintCategoryTagIcons/Structure.png |
| BlueprintCategoryTag_Supply.asset | d089feb7e43f40c5a7dfcefc36998cfb | true | UI/BlueprintCategoryTagIcons/Supply.png |
| BlueprintCategoryTag_Tool.asset | ad1804b6945145f3b308738b0b8ea447 | true | UI/BlueprintCategoryTagIcons/Tool.png |
| BlueprintCategoryTag_Utilities.asset | bfac6026305f4737a95fd275ebff65a6 | true | UI/BlueprintCategoryTagIcons/Utilities.png |
Crafting tags (8 files)
| File | GUID | HasIcon | IconPath |
|---|---|---|---|
| CraftingTag_ChemicalMixing.asset | 99896da563a748148460c67b9962874f | true | UI/CraftingTagIcons/Chemistry.png |
| CraftingTag_Dyeing.asset | 8e86b740dafc46f7bf98c5040c9b223e | true | UI/CraftingTagIcons/RGBWithArrows.png |
| CraftingTag_EnclosedHeat.asset | d2cc65b749e5477f95103601df89cdbc | true | UI/CraftingTagIcons/Oven.png |
| CraftingTag_Heat.asset | 20f30322bbcc4b01a4f116d22b24c21a | true | UI/CraftingTagIcons/HeatSource.png |
| CraftingTag_Kiln.asset | 192e071c94d1419b991a430d42fe2be3 | false | - |
| CraftingTag_Kitchen.asset | 68816064e2ce44839c3f35da55033cba | true | UI/CraftingTagIcons/Kitchen.png |
| CraftingTag_Sewing.asset | 2ac5ddc545a848008c0308d21f5d2e6b | true | UI/CraftingTagIcons/Sewing.png |
| CraftingTag_Workbench.asset | 7b82c125a5a54984b8bb26576b59e977 | true | UI/CraftingTagIcons/Workbench.png |
Misc tags (3 files)
The three Misc tags serve as engine-level markers rather than UI categories. They control blueprint availability based on the current game mode and context. The SingleplayerTag and NotSingleplayerTag tags pair together to filter content by multiplayer status; a blueprint tagged with SingleplayerTag is suppressed in multiplayer and vice versa. The BuildingInSafezonesAllowedTag controls whether a blueprint can be built within safezone areas on PvP servers.
Tag file format and structure
Tag assets use a simplified .asset file format that places fields at the root level rather than inside Metadata and Asset sub-dictionaries. This flat format is unique to the Tag asset type among the Unturned asset classes. The format is not documented as a separate convention in the official SDG documentation but is consistently observed across all 22 shipped tag files.
The flat format does not affect how the engine reads the file. The parser handles both root-level and sub-dictionary formats for all asset types. The Tag asset type simply takes advantage of this flexibility to produce more concise files.
Misc tags (3 files)
| File | GUID | HasIcon | IconPath |
|---|---|---|---|
| BuildingInSafezonesAllowedTag.asset | 73eb818d1aa044c7bb4e61b8f9b37a3c | false | - |
| NotSingleplayerTag.asset | f663677b88de40ec80ff36b0c1cae544 | false | - |
| SingleplayerTag.asset | d7bd989414644b19b3299be0c6fab5f0 | false | - |
Complete .dat/.asset field reference
Identity fields
| Field | Type | Required | Purpose |
|---|---|---|---|
GUID | uint128 hex | Yes | 128-bit globally unique identifier for the tag. Must be unique across all loaded assets. |
Type | string | Yes | Must be set to Tag for the parser to recognize this as a tag definition. |
Tag properties
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
NameColor | color | No | Inherited | Optional override for the color of the name label in the user interface. Specified as a hex color value. |
HasIcon | bool | No | true | If true, the game expects an icon texture in the asset bundle at the path specified by IconPath. If HasIcon is false, no icon is loaded and no icon path is needed. |
IconPath | master bundle pointer | Conditional | - | Master bundle pointer that overrides where to load the icon texture from. Required if HasIcon is true. The path references a texture within the core master bundle. |
TintIcon | bool | No | true | If true, tints the icon according to the player's foreground color preference. Tinted icons are typically white (#ffffff) to fully change color. If the icon should retain its original colors, set this to false. |
Localization
| Field | Language file | Type | Purpose |
|---|---|---|---|
Name | English.dat | string | Display name shown in user interfaces (crafting menu tabs, tooltips). |
The localization file for a tag asset follows the same pattern as other asset types. The Name field in the appropriate language .dat file provides the user-facing label for the tag.
Tag .asset file examples from shipped files
BlueprintCategory tag (Apparel)
GUID ebe755533bdd42d1871c3ac66b89530f
Type Tag
HasIcon true
IconPath UI/BlueprintCategoryTagIcons/Apparel.pngThis minimal definition uses the identity fields at the root level (no Metadata block) and the HasIcon / IconPath fields to reference the category icon texture.
Crafting tag (Kiln - no icon)
GUID 192e071c94d1419b991a430d42fe2be3
Type Tag
HasIcon falseThe Kiln crafting tag has HasIcon false because the kiln category does not display an icon in the crafting interface. Only the tag name is shown.
Misc tag (Singleplayer)
GUID d7bd989414644b19b3299be0c6fab5f0
Type Tag
HasIcon falseThe Singleplayer tag has no icon and no special properties. Its presence as a tag identifier is the entire definition.
Creating a custom tag asset
Step 1: Author the .asset file
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Tag
HasIcon true
IconPath UI/MyMod/MyTagIcon.png
TintIcon falseStep 2: Author English.dat (optional)
Create an English.dat file in the same folder:
Name My Custom TagStep 3: Create the icon texture
If HasIcon is true, create a PNG texture at the path specified by IconPath within your master bundle. The icon should follow the same size and style conventions as the vanilla tag icons.
Step 4: Reference the tag in other assets
Once the tag asset is created and its GUID is known, other assets can reference it. Blueprint assets use the tag GUID in their category field. Workstation assets reference the tag GUID in their crafting capability list.
How tags filter blueprints
The blueprint system uses tags to organize the crafting menu into categories. Each blueprint asset can reference one or more tag GUIDs in its Category or Categories field. When the player opens the crafting menu, the engine reads each blueprint's tag references and groups blueprints with matching tags under the same tab.
As shown in the flowchart above, the tag serves as the grouping key for the crafting interface. Without a tag reference, a blueprint may not appear in any category tab and would be inaccessible through the standard crafting UI.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Blueprint does not appear in any crafting tab | Blueprint asset has no tag reference or the referenced tag GUID is invalid | Add a valid tag GUID to the blueprint's category field |
| Tag icon not displayed | HasIcon is true but IconPath is missing or the icon texture is not in the bundle | Verify IconPath points to a valid texture in the master bundle |
| Tag icon displays as white square | TintIcon is true and the icon is not white-based | Set TintIcon false or make the icon white with the intended color |
| Tag name shows as GUID or raw identifier | Localization .dat file is missing or Name field is absent | Create English.dat with a Name field |
| Crafting station cannot craft items that should work | Workstation asset does not reference the required crafting tag GUID | Add the crafting tag GUID to the workstation's capability list |
| Cross-mod tag reference not working | Other mod references a tag GUID that does not exist or is not loaded | Verify the tag mod is loaded and the GUID is correct |
| Tag appears in menu but with default color | NameColor is not set | Set NameColor to the desired hex color value |
| Icon is distorted or wrong size | Icon texture is not the expected resolution | Check the vanilla tag icon sizes and match them |
Best practices
- Generate a fresh GUID for every custom tag asset. Never reuse GUIDs from other tags.
- Set
HasIcontofalsefor tags that serve purely as internal markers (no UI display needed). - Set
TintIcontofalsefor multi-colored icons that should not be recolored by the player's foreground color preference. - Publish custom tag GUIDs in the mod's documentation so other mod authors can reference them for cross-mod compatibility.
- Use tags as the primary mechanism for cross-mod blueprint categorization rather than hardcoding category names.
- Include an
English.datwith a descriptiveNamefor every tag asset that appears in the crafting UI. - Keep icon textures simple and at the appropriate resolution for the UI context.
Frequently asked questions
What is the difference between a BlueprintCategory tag and a Crafting tag?
BlueprintCategory tags organize the crafting menu into tabs (Ammo, Apparel, Barricade, etc.). They are referenced by blueprint assets to determine which tab the blueprint appears in. Crafting tags define the types of workstations that can execute a craft (Heat, Kiln, Workbench, etc.). They are referenced by workstation capability assets and by blueprint assets that require specific workstation types.
Can a tag be both a BlueprintCategory and a Crafting tag?
A tag asset has no internal distinction between these roles. The role is determined by which other asset types reference the tag GUID. A single tag can be referenced by both blueprint assets and workstation capability assets, serving both roles simultaneously. However, the convention in the shipped tags is to separate them for clarity.
How do I make a blueprint appear in multiple categories?
Some blueprint systems support multiple tag references. Author the blueprint's Categories field as an array of tag GUIDs. The blueprint will appear in every category tab whose tag GUID matches one of the referenced tags.
What happens if a blueprint references a tag that is not loaded?
The engine logs a warning and the blueprint does not appear in any category tab. It is still present in the asset registry and can be crafted through other means (direct give commands, server plugin crafting systems), but the standard crafting UI will not show it.
Do tags affect gameplay balance?
Tags do not directly affect gameplay balance. They are organizational labels that control UI presentation and workstation compatibility. The balance implications come from which blueprints are assigned to which crafting stations, not from the tags themselves.
Can I create a tag without an icon texture?
Yes. Set HasIcon to false. The tag will appear in UI contexts as a text-only entry without an icon. The 3 Misc tags (BuildingInSafezonesAllowed, NotSingleplayer, Singleplayer) use this pattern.
How are tag icons loaded?
If HasIcon is true, the engine loads the icon texture from the master bundle at the path specified by IconPath. The IconPath is a master bundle pointer that references a texture file within the bundle's asset hierarchy. The icon is loaded at startup during the asset loading phase.
Can a mod override a vanilla tag's icon?
Yes. By creating a tag asset with the same GUID as a vanilla tag and placing it in a mod that loads after the vanilla content, the mod's tag asset replaces the vanilla one. The replacement must include the same identity fields and can override any of the display properties.
What is the maximum number of tags the game can handle?
There is no documented hard limit on the number of tag assets. However, each tag adds an entry to the crafting UI's category tabs. A very large number of blueprint category tags may produce a cluttered tab bar that is difficult for players to navigate.
Are tags available in multiplayer?
Yes. Tags are asset-level definitions that are loaded at startup on both the server and the client. They function identically in single-player and multiplayer modes.
How do I use tags for cross-mod compatibility?
Publish the GUID of your custom tag in your mod's documentation. Other mod authors can add that GUID to their blueprint assets' category fields to place their blueprints in your category. Both mods must be loaded for the cross-reference to work.
Advanced considerations
Tag-based crafting station requirements
Workstation assets can declare which crafting tags they support. When a player interacts with a workstation, the engine checks whether the workstation's supported tags include the tags required by the selected blueprint. If the tags do not match, the craft button is disabled and the UI displays the missing requirement. This system allows mod authors to create specialized crafting stations (a chemistry lab that only crafts chemical-mixing blueprints, a kitchen that only crafts food-related blueprints) without writing any code.
Using misc tags for blueprint filtering
The 3 Misc tags (BuildingInSafezonesAllowed, NotSingleplayer, Singleplayer) are used by the engine to control blueprint availability based on the game mode. Blueprints tagged with SingleplayerTag only appear in single-player games. Blueprints tagged with NotSingleplayerTag only appear in multiplayer games. Blueprints tagged with BuildingInSafezonesAllowedTag can be built inside safezone areas. These tags demonstrate that tags are not limited to UI categorization; they can also control game logic through conditional checks in the engine code.
Custom tag naming conventions
The shipped tags follow a naming convention that makes their purpose clear: BlueprintCategoryTag_<Name>.asset for blueprint categories, CraftingTag_<Name>.asset for crafting station types, and descriptive names for misc tags. The recommended convention for custom tags is to follow the same pattern, using a prefix that identifies the tag's purpose in the file name.
Appendix A: Tag asset .asset template
GUID <32-character-hexadecimal-GUID>
Type Tag
HasIcon true
IconPath <path-to-icon-within-bundle>
TintIcon trueAppendix B: Tag asset without icon template
GUID <32-character-hexadecimal-GUID>
Type Tag
HasIcon falseAppendix C: Complete shipped tag GUID reference
| Tag asset | GUID | Category |
|---|---|---|
| BlueprintCategoryTag_Ammo | d739926736374e5ba34b4ac6ffbb5c8f | BlueprintCategory |
| BlueprintCategoryTag_Apparel | ebe755533bdd42d1871c3ac66b89530f | BlueprintCategory |
| BlueprintCategoryTag_Barricade | 31a59b5fec3f4ec5b2887b1ce4acb029 | BlueprintCategory |
| BlueprintCategoryTag_Furniture | b0c6cc0a8b4346be89aef697ecdb8e46 | BlueprintCategory |
| BlueprintCategoryTag_Gear | cdb2df24b76d4c6e9d8411c940d8337f | BlueprintCategory |
| BlueprintCategoryTag_Repair | 732ee6ffeb18418985cf4f9fde33dd11 | BlueprintCategory |
| BlueprintCategoryTag_Salvage | 7ed29f9101ae4523a3b2e389414b7bd9 | BlueprintCategory |
| BlueprintCategoryTag_Structure | 71d9e182c18b4aad8e87778e4f621995 | BlueprintCategory |
| BlueprintCategoryTag_Supply | d089feb7e43f40c5a7dfcefc36998cfb | BlueprintCategory |
| BlueprintCategoryTag_Tool | ad1804b6945145f3b308738b0b8ea447 | BlueprintCategory |
| BlueprintCategoryTag_Utilities | bfac6026305f4737a95fd275ebff65a6 | BlueprintCategory |
| CraftingTag_ChemicalMixing | 99896da563a748148460c67b9962874f | Crafting |
| CraftingTag_Dyeing | 8e86b740dafc46f7bf98c5040c9b223e | Crafting |
| CraftingTag_EnclosedHeat | d2cc65b749e5477f95103601df89cdbc | Crafting |
| CraftingTag_Heat | 20f30322bbcc4b01a4f116d22b24c21a | Crafting |
| CraftingTag_Kiln | 192e071c94d1419b991a430d42fe2be3 | Crafting |
| CraftingTag_Kitchen | 68816064e2ce44839c3f35da55033cba | Crafting |
| CraftingTag_Sewing | 2ac5ddc545a848008c0308d21f5d2e6b | Crafting |
| CraftingTag_Workbench | 7b82c125a5a54984b8bb26576b59e977 | Crafting |
| BuildingInSafezonesAllowedTag | 73eb818d1aa044c7bb4e61b8f9b37a3c | Misc |
| NotSingleplayerTag | f663677b88de40ec80ff36b0c1cae544 | Misc |
| SingleplayerTag | d7bd989414644b19b3299be0c6fab5f0 | Misc |
Appendix D: External references
- Smartly Dressed Games official modding documentation - the authoritative field reference for all asset types including tags.
- Unturned on Steam - the Unturned store page and community hub.
- Stereo Song Asset Reference - the previous article in this section.
- Skin Asset Reference - the next article in this section.
- Blueprint Asset Reference - covers the blueprint assets that reference tags for categorization.
- Item Actions Reference - covers the action system that interacts with crafting tags.
Testing a tag asset in-game
Testing a tag asset requires verifying that other assets can reference the tag by GUID and that the UI displays the tag correctly.
Step 1: Verify the asset loads
Launch Unturned™ and verify the mod containing the tag asset is loaded. Check the console output for any warnings about missing or invalid tags.
Step 2: Verify blueprint categorization
If the tag is a BlueprintCategory tag, find a blueprint that references the tag's GUID and confirm it appears in the correct category tab in the crafting menu.
Step 3: Verify the icon displays
If HasIcon is true, confirm the tag icon appears correctly in the UI. If the icon is missing or wrong, verify the IconPath and the icon texture in the master bundle.
Step 4: Verify workstation crafting
If the tag is a Crafting tag, find a workstation that references the tag and confirm that blueprints requiring the tag are craftable at that workstation.
Step 5: Verify cross-mod references
If the tag is intended for cross-mod compatibility, test with the other mod loaded and confirm the blueprints from that mod appear in the correct category.
Tag asset design patterns
The shipped tags demonstrate several design patterns that are useful for mod authors creating their own tag systems.
The category organizer pattern
BlueprintCategory tags organize the crafting interface into functional groups. Each tag represents one tab in the crafting menu. The pattern is simple: one tag per category, with an icon that visually represents the category's purpose. The 11 BlueprintCategory tags follow this pattern.
The capability marker pattern
Crafting tags mark what a workstation can do. A workbench that supports "Heat" and "Workbench" tag requirements can craft blueprints that need either of those tags. This pattern enables modular workstation design where a single workstation entity can support multiple crafting capabilities.
The game mode filter pattern
The Misc tags (SingleplayerTag, NotSingleplayerTag, BuildingInSafezonesAllowedTag) demonstrate how tags can filter content based on game context. These tags do not have icons and are not displayed in any UI tab. They are used internally by the engine to make conditional visibility decisions.
Shipped tag icon inventory
The following table documents the icon textures referenced by each shipped tag asset. These icons are stored in the core master bundle and can be referenced by custom mod tags for consistency with the vanilla UI.
| Tag asset | Icon path | Category |
|---|---|---|
| BlueprintCategoryTag_Ammo | UI/BlueprintCategoryTagIcons/Ammo.png | BlueprintCategory |
| BlueprintCategoryTag_Apparel | UI/BlueprintCategoryTagIcons/Apparel.png | BlueprintCategory |
| BlueprintCategoryTag_Barricade | UI/BlueprintCategoryTagIcons/Barricade.png | BlueprintCategory |
| BlueprintCategoryTag_Furniture | UI/BlueprintCategoryTagIcons/Furniture.png | BlueprintCategory |
| BlueprintCategoryTag_Gear | UI/BlueprintCategoryTagIcons/Gear.png | BlueprintCategory |
| BlueprintCategoryTag_Repair | UI/BlueprintCategoryTagIcons/Repair.png | BlueprintCategory |
| BlueprintCategoryTag_Salvage | UI/BlueprintCategoryTagIcons/Salvage.png | BlueprintCategory |
| BlueprintCategoryTag_Structure | UI/BlueprintCategoryTagIcons/Structure.png | BlueprintCategory |
| BlueprintCategoryTag_Supply | UI/BlueprintCategoryTagIcons/Supply.png | BlueprintCategory |
| BlueprintCategoryTag_Tool | UI/BlueprintCategoryTagIcons/Tool.png | BlueprintCategory |
| BlueprintCategoryTag_Utilities | UI/BlueprintCategoryTagIcons/Utilities.png | BlueprintCategory |
| CraftingTag_ChemicalMixing | UI/CraftingTagIcons/Chemistry.png | Crafting |
| CraftingTag_Dyeing | UI/CraftingTagIcons/RGBWithArrows.png | Crafting |
| CraftingTag_EnclosedHeat | UI/CraftingTagIcons/Oven.png | Crafting |
| CraftingTag_Heat | UI/CraftingTagIcons/HeatSource.png | Crafting |
| CraftingTag_Kitchen | UI/CraftingTagIcons/Kitchen.png | Crafting |
| CraftingTag_Sewing | UI/CraftingTagIcons/Sewing.png | Crafting |
| CraftingTag_Workbench | UI/CraftingTagIcons/Workbench.png | Crafting |
Authoring checklist
Before publishing a custom tag asset, confirm the following:
- [ ] Fresh GUID generated for the tag
- [ ]
Typeis set toTag - [ ]
HasIconis set appropriately for the tag's UI role - [ ] If
HasIconistrue,IconPathpoints to a valid texture in the master bundle - [ ]
TintIconis configured according to the icon's color design - [ ]
English.datis created with aNamefield for user-facing display - [ ] If cross-mod compatibility is intended, the GUID is documented for other mod authors
- [ ] The tag is referenced by at least one blueprint or workstation asset (otherwise it serves no purpose)
Glossary
| Term | Definition |
|---|---|
| Tag | A lightweight asset type that serves as a unique identifier for categorization and compatibility. |
| BlueprintCategory | A tag category that organizes the crafting menu into functional group tabs. |
| Crafting tag | A tag that defines the type of workstation required for a specific blueprint. |
| HasIcon | A boolean field that controls whether the tag has a visual icon in the UI. |
| IconPath | A master bundle pointer to the tag icon texture within the bundle hierarchy. |
| TintIcon | A boolean field that controls whether the icon is recolored by the player's foreground color preference. |
| NameColor | An optional color override for the tag's name label in user interfaces. |
| Workstation capability | The set of crafting tags that a workstation asset declares it supports. |
| Cross-mod compatibility | The ability for assets from different mods to interact through shared tag GUID references. |
| Misc tag | A tag category used by the engine for conditional content filtering rather than UI organization. |
| GUID | A 128-bit globally unique identifier used as the primary key for asset references. |
| Asset pointer | A reference to another asset by its GUID, used throughout the asset system. |
Tag-related blueprints and workstation assets
The tag system is most commonly encountered through its integration with blueprint and workstation assets. Understanding how these asset types reference tags provides practical context for tag asset authoring.
Blueprint tag reference format
A blueprint asset references a tag through its Category or Categories field. The reference uses the tag's GUID in the standard asset pointer format. Multiple categories can be specified as a list, allowing a blueprint to appear in multiple tabs.
Workstation capability format
A workstation asset (barricade or structure type) declares its supported crafting capabilities through tag GUID references. When a player interacts with the workstation, the engine checks whether at least one of the workstation's tag GUIDs matches the blueprint's required tag GUID.
The 57 Studios recommendation for organizing workstation capabilities is to assign each workstation type one primary crafting tag and optionally additional secondary tags. A chemistry lab workstation, for example, would list the ChemicalMixing tag as its primary capability and could optionally also list the Heat tag if it supports heated chemical reactions.
Cross-references
- Stereo Song Asset Reference - the previous article in this section.
- Skin Asset Reference - the next article in this section.
- Blueprint Asset Reference - blueprint assets that reference tag GUIDs.
- Item Actions Reference - action and crafting system interaction.
- Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
Tag asset performance and memory considerations
Tag assets are among the smallest asset types in terms of memory footprint. Each tag asset is a few hundred bytes of text data plus optional icon texture memory. However, the total number of tags loaded at startup has implications for the crafting UI.
Crafting tab rendering
Each BlueprintCategory tag creates one tab in the crafting interface. Multiple tabs are rendered as a horizontal tab bar. If the total number of tabs exceeds the UI's display width, the tab bar may require horizontal scrolling. The 11 vanilla BlueprintCategory tags comfortably fit within the default UI width. Custom mod authors should be aware that adding many new category tags may require UI adjustments.
Icon texture memory
Each tag with HasIcon true loads an icon texture. The icon textures in the shipped tags are small UI-sized textures (typically 32x32 or 64x64 pixels). Custom tags should use similar texture sizes to minimize memory impact.
Tag GUID collision prevention
Because tags are referenced by GUID rather than by name, two mods that create tags cannot accidentally interfere with each other unless they deliberately reference the same GUID. The recommendation is to generate unique GUIDs for all custom tags and never reuse GUIDs from vanilla tags unless the intent is to override the vanilla tag's properties.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete Tag asset field reference, 22-tag inventory with GUIDs, blueprint categorization, cross-mod compatibility patterns. |
