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Rewards List Asset Reference

A Rewards List Asset is a standalone asset type that bundles a group of rewards into a single reusable container. Instead of duplicating the same set of reward entries across multiple quests, dialogue responses, and interactable objects, a mod developer authors the reward bundle once as a Rewards List Asset and references it by GUID from every context that needs it. The Rewards List Asset is the macro system of the Unturned™ rewards architecture: it encapsulates a rewards list, optionally gated behind a conditions list, and exposes it as a single asset that can be referenced from the NPC reward type Rewards_List_Asset, from a Rewards List Volume placed in the level editor, or from the /RunRewardList admin command for testing.

This article is the 57 Studios™ canonical reference for the Rewards List Asset type. It covers the asset structure and fields, the syntax for embedding conditions and rewards within the asset, the spawn-table resolution pattern that enables randomized reward selection, the Rewards List Volume integration for location-triggered rewards, and the admin-command testing workflow. The article also covers when to use a Rewards List Asset versus an inline rewards list and provides worked examples of the most common usage patterns.

The Rewards List Asset is part of the three-asset rewards chain: the Conditions Reference defines the gates, the Rewards Reference defines the individual reward types, and the Rewards List Asset bundles both into a single reusable unit.

A Rewards List Asset .dat file open in Notepad++ showing the GUID, Type, Conditions, and Rewards fields

Documentation source: This article references the official Smartly Dressed Games modding documentation for Rewards List Asset field definitions and behavior. The fields, admin command, and spawn-table resolution pattern documented here correspond to Unturned™ Release 3.x.

Prerequisites

What you'll learn

  • The asset structure and required fields of a Rewards List Asset.
  • How to embed conditions and rewards lists inside a Rewards List Asset.
  • How the Rewards_List_Asset NPC reward type references a Rewards List Asset by GUID.
  • How spawn-table resolution enables randomized reward-bundle selection.
  • How Rewards List Volumes placed in the level editor trigger rewards on player entry.
  • How to use the /RunRewardList admin command to test reward bundles.
  • When to use a standalone Rewards List Asset versus an inline rewards list in a parent asset.
  • How Rewards List Assets reduce duplication and maintenance burden across large quest systems.

Rewards List Asset architecture

The Rewards List Asset sits at the center of the reward-granting pipeline. It is referenced by other assets through the Rewards_List_Asset reward type, which takes a GUID and either resolves it directly (if the GUID points to a Rewards List Asset) or resolves it through a Spawn Table (if the GUID points to a Spawn Table Asset that contains Rewards List Asset references).

The spawn-table resolution path enables randomized reward bundles. A Spawn Table Asset can contain multiple Rewards List Asset references, each with its own weight. When the Rewards_List_Asset reward fires and the referenced GUID is a Spawn Table, the engine resolves the table, picks one Rewards List Asset according to the weights, and then grants that asset's rewards. This is the mechanism for "loot box" behavior: a reward that randomly grants one of several possible reward bundles.

Where Rewards List Assets are used

Consumption contextHow the asset is referencedUse case
NPC reward typeReward_#_GUID in a Rewards_List_Asset reward entryA quest or dialogue response grants a bundled set of rewards through a single reference.
Rewards List VolumeVolume placed in level editor with asset GUIDA location-triggered reward bundle; players who enter the volume receive the rewards if conditions pass.
Admin command/RunRewardList with GUID parameterTesting and debugging reward bundles in-game before they are wired into quests.
Spawn Table AssetRewards List Asset entry inside a spawn tableRandomized reward-bundle selection: the spawn table picks one of several possible Rewards Lists.

Asset structure and fields

A Rewards List Asset is a .dat file with the Type field set to Rewards_List. The asset requires a GUID (as all Unturned™ assets do) and contains two optional sub-sections: a conditions list and a rewards list. The conditions list gates the entire reward bundle; if the conditions are not met, none of the rewards in the list are granted. The rewards list contains the individual rewards that fire when the conditions pass.

Required identity fields

FieldTypeRequiredPurpose
GUIDuint128 hexYes128-bit globally unique identifier for this Rewards List Asset. This is the GUID referenced by the Rewards_List_Asset reward type and by the /RunRewardList admin command.
TypeenumYesMust be Rewards_List. This is the field that classifies the asset as a Rewards List Asset rather than any other asset type.
IDuint16NoItem ID for the asset. Rewards List Assets are not items in the player's inventory, so an ID is typically not needed, but the engine may require one depending on the mod's loading configuration.

Conditions block

The conditions block follows the same syntax as conditions lists in NPCs, objects, and blueprints. All condition types documented in the Conditions Reference are valid within a Rewards List Asset. The conditions are evaluated at the moment the Rewards List Asset is triggered; if any condition fails, the rewards list is not granted.

Conditions within a Rewards List Asset use the standard Condition_#_ prefix format:

Conditions 2
Condition_0_Type Flag_Bool
Condition_0_ID 500
Condition_0_Value True
Condition_1_Type Reputation
Condition_1_Value 100
Condition_1_Logic Greater_Than_Or_Equal_To

The conditions block is optional. A Rewards List Asset with no conditions fires its rewards whenever it is triggered.

Rewards block

The rewards block follows the same syntax as rewards lists in NPCs, quests, and objects. All reward types documented in the Rewards Reference are valid within a Rewards List Asset. The rewards block uses the standard Reward_#_ prefix format:

Rewards 3
Reward_0_Type Flag_Bool
Reward_0_ID 600
Reward_0_Value True
Reward_1_Type Experience
Reward_1_Value 1000
Reward_2_Type Item
Reward_2_ID 50001
Reward_2_Amount 1

The rewards block is optional from a parser perspective (the engine will load a Rewards List Asset with no rewards), but a Rewards List Asset with no rewards has no practical use.

Complete asset example

A Rewards List Asset packaged as a standalone .dat file:

GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Rewards_List

Conditions 1
Condition_0_Type Quest
Condition_0_ID 1001
Condition_0_Status Completed

Rewards 3
Reward_0_Type Flag_Bool
Reward_0_ID 200
Reward_0_Value True
Reward_1_Type Currency
Reward_1_GUID b2c3d4e5f6a4b7c8d9e0f1a2b3c4d5e
Reward_1_Value 500
Reward_2_Type Item
Reward_2_ID 50050
Reward_2_Amount 1

This asset, when triggered, checks whether quest 1001 is completed. If it is, the asset sets flag 200 to True, grants 500 units of the specified currency, and grants one copy of item 50050.

The Rewards_List_Asset NPC reward type

The Rewards_List_Asset reward type is how other assets reference a Rewards List Asset. It is one of the twenty-seven reward types documented in the Rewards Reference. When used in a quest completion list, a dialogue response, or an interactable object, the Rewards_List_Asset reward takes a single field:

FieldTypeRequiredPurpose
Reward_#_GUIDAsset PointerYesGUID of a Rewards List Asset to grant directly, or a Spawn Table Asset to resolve into one.

Worked example: A quest completion rewards list delegates the actual reward bundle to a Rewards List Asset. The quest's own rewards list contains only the Rewards_List_Asset reference plus a completion flag.

Rewards 2
Reward_0_Type Flag_Bool
Reward_0_ID 100
Reward_0_Value True
Reward_1_Type Rewards_List_Asset
Reward_1_GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d

When the quest is completed, flag 100 is set, and the engine resolves the GUID to the Rewards List Asset, evaluates its conditions, and (if conditions pass) grants its rewards. This pattern separates the quest-structure concern (the quest marks itself as completed) from the reward-content concern (the actual items, currency, and experience granted). Modifying the reward payout later requires editing only the Rewards List Asset file, not every quest that references it.

Spawn-table resolution pattern

When the Rewards_List_Asset reward's GUID points to a Spawn Table Asset instead of a Rewards List Asset directly, the engine resolves the spawn table first and then uses the resulting Rewards List Asset. This is a two-step resolution chain:

  1. The spawn table is evaluated. One Rewards List Asset is selected according to the table's weight distribution.
  2. The selected Rewards List Asset's conditions are evaluated. If they pass, the rewards are granted.

This pattern enables randomized reward bundles: a single Rewards_List_Asset reference in a quest can produce different reward outcomes each time the quest is completed, depending on which Rewards List Asset the spawn table selects.

Worked example: A daily-login reward uses a spawn table that randomly selects one of three possible reward bundles: a common bundle (weight 50), an uncommon bundle (weight 30), and a rare bundle (weight 20). The quest's reward list references only the spawn table GUID.

Rewards 1
Reward_0_Type Rewards_List_Asset
Reward_0_GUID c3d4e5f6a7b4c8d9e0f1a2b3c4d5e6f

The spawn table asset (GUID c3d4e5f6a7b4c8d9e0f1a2b3c4d5e6f) contains three entries, each pointing to a different Rewards List Asset with a different set of items and currency amounts. Each time the quest is completed, the player receives a different reward bundle.

Spawn-table resolution and empty results

If the spawn table resolves to a Rewards List Asset whose conditions fail, the reward is not granted but the spawn table has already resolved. The engine does not re-roll the spawn table to try a different entry. When designing random reward bundles, ensure that the conditions on every Rewards List Asset in the spawn table can reasonably pass for the intended player audience at the time the reward fires.

Rewards List Volume integration

A Rewards List Volume is a volume placed in the level editor that references a Rewards List Asset by GUID. When a player enters the volume and the asset's conditions pass, the rewards are granted. Rewards List Volumes are the mechanism for location-triggered rewards: a player walks into a designated area and receives items, a flag is set, or an effect fires.

The Rewards List Volume is not a separate asset type; it is a placement instance of a volume in the level editor with a reference to a Rewards List Asset GUID. The volume itself is configured in the level editor, and the behavior (conditions, rewards) is defined entirely in the Rewards List Asset it references.

PropertyConfigured inDescription
Volume shape and positionLevel editorThe physical area that triggers the reward.
Volume IDLevel editorThe string ID that identifies the volume to conditions like Volume_Overlap.
Rewards List Asset GUIDLevel editor (volume properties)The GUID of the Rewards List Asset to trigger on player entry.
ConditionsRewards List Asset .datThe conditions that must pass for the rewards to fire.
RewardsRewards List Asset .datThe rewards granted when a player enters the volume and conditions pass.

Worked example: A level editor volume placed at the entrance of a military base references a Rewards List Asset that grants a "Base Access" flag and a security clearance item when the player enters the volume -- but only if the player has completed the prerequisite quest (checked by a Quest condition in the Rewards List Asset).

GUID d4e5f6a7b8c4d9e0f1a2b3c4d5e6f7a
Type Rewards_List

Conditions 1
Condition_0_Type Quest
Condition_0_ID 1001
Condition_0_Status Completed

Rewards 2
Reward_0_Type Flag_Bool
Reward_0_ID 700
Reward_0_Value True
Reward_1_Type Item
Reward_1_ID 50100
Reward_1_Amount 1

The volume in the level editor has its Rewards List Asset GUID set to d4e5f6a7b8c4d9e0f1a2b3c4d5e6f7a. When a player enters the volume, the engine checks whether quest 1001 is completed. If it is, flag 700 is set and item 50100 is granted. If quest 1001 is not completed, the player walks through the volume with no effect.

The /RunRewardList admin command

The /RunRewardList admin command is the primary testing tool for Rewards List Assets. It grants the rewards from a Rewards List Asset directly, bypassing any parent asset (quest, dialogue, object) that would normally trigger it. The command is executed in-game through the console and takes one parameter: the GUID of the Rewards List Asset.

Syntax: /RunRewardList <guid>

Example: /RunRewardList a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d

When executed, the command resolves the GUID to a Rewards List Asset, evaluates its conditions, and (if conditions pass) grants all rewards in its list to the player who executed the command. The command follows the same evaluation rules as any other consumption context: conditions are evaluated against the executing player's state, and rewards are granted to the executing player.

Testing workflow with /RunRewardList

The cohort-recommended testing workflow for a new Rewards List Asset is:

  1. Author the Rewards List Asset .dat file with conditions and rewards.
  2. Load the mod in single-player.
  3. Use the console to set up the prerequisite player state (e.g., @flag 500 True to satisfy a Flag_Bool condition).
  4. Run /RunRewardList <guid>.
  5. Verify that every reward in the list was granted correctly.
  6. Clear the player state and test the condition-failure case: run the command without the prerequisite state and confirm that no rewards are granted.

When to use a Rewards List Asset versus inline rewards

The decision between using a standalone Rewards List Asset and embedding rewards directly in a parent asset (a quest, a dialogue response) is a maintenance and scale question. The table below provides decision guidance.

ScenarioRecommended approachRationale
A reward bundle used by exactly one questInline rewards in the quest .datNo reuse benefit to extracting it.
A reward bundle used by two or more questsStandalone Rewards List AssetChanging the rewards in one file updates all consumers.
A reward bundle that should be randomized between variantsStandalone Rewards List Assets in a Spawn TableSpawn-table resolution requires asset GUIDs.
A reward bundle triggered by map locationStandalone Rewards List Asset referenced by a Rewards List VolumeVolumes reference asset GUIDs, not inline rewards.
A quest completion that must always grant the same items regardless of future balance changesInline rewardsIsolates the quest from external changes.
A faction-reputation reward bundle shared across all faction questsStandalone Rewards List AssetCentralizing the reputation payout ensures consistency.

The cohort pattern for 57 Studios™ production servers is to use Rewards List Assets for any reward bundle that is shared across multiple quests, and to use inline rewards for quest-specific payouts. The Rewards List Asset approach also makes the mod's reward structure auditable: a developer can open the Rewards List Assets folder and see every reward bundle in the mod without needing to scan through individual quest files.

File and folder structure

Rewards List Assets are standalone .dat files that should be organized in a dedicated folder within the mod's asset hierarchy. The cohort-validated structure places them under a RewardsLists/ directory at the same level as the NPCs/ directory.

Workshop/Content/304930/<ModID>/
├── NPCs/
│   ├── ExampleNPC/
│   │   ├── ExampleNPC.dat
│   │   └── English.dat
│   └── QuestGiver/
│       ├── QuestGiver.dat
│       └── English.dat
├── RewardsLists/
│   ├── FactionPayment_Standard.dat
│   ├── FactionPayment_Premium.dat
│   ├── DailyLogin_Common.dat
│   ├── DailyLogin_Rare.dat
│   └── BossLoot_Epic.dat
└── Quests/
    ├── Quest_1001.dat
    └── Quest_1002.dat

The RewardsLists/ folder holds one .dat file per Rewards List Asset. No English.dat is required for Rewards List Assets because they do not have user-facing display names -- their localization, if any, is handled by the hint rewards they contain and by the parent asset that triggers them.

Complete worked example: faction reputation payment bundle

A faction-reputation reward that is shared across all quests for a specific faction. The bundle grants a fixed reputation increase, a hint message confirming the payout, and a random item from a spawn table.

Rewards List Asset: FactionPayment_Standard.dat

GUID b3c4d5e6f7084a9b1c2d3e4f5a6b7c8d
Type Rewards_List

Rewards 3
Reward_0_Type Reputation
Reward_0_Value 100
Reward_1_Type Hint
Reward_1_Text Faction reputation increased by 100.
Reward_1_Duration 3
Reward_2_Type Item_Random
Reward_2_ID 60001
Reward_2_Amount 1

Quest 2001 referencing the bundle:

Rewards 2
Reward_0_Type Flag_Bool
Reward_0_ID 2001
Reward_0_Value True
Reward_1_Type Rewards_List_Asset
Reward_1_GUID b3c4d5e6f7084a9b1c2d3e4f5a6b7c8d

Quest 2002 referencing the same bundle:

Rewards 2
Reward_0_Type Flag_Bool
Reward_0_ID 2002
Reward_0_Value True
Reward_1_Type Rewards_List_Asset
Reward_1_GUID b3c4d5e6f7084a9b1c2d3e4f5a6b7c8d

Both quests grant the same reputation increase, hint message, and random item. Changing the reputation payout from 100 to 150 requires editing only FactionPayment_Standard.dat, and both quests immediately reflect the change.

Complete worked example: randomized quest loot via spawn table

A quest that grants one of three possible reward bundles, randomly selected each time the quest is completed.

Spawn Table Asset:

GUID c4d5e6f7081a4b9c2d3e4f5a6b7c8d9e
Type SpawnTable

Entries 3
Entry_0_GUID d5e6f708192a4b3c5d6e7f8a9b0c1d2e
Entry_0_Weight 50
Entry_1_GUID e6f708192a4b3c5d6e7f8a9b0c1d2e3f
Entry_1_Weight 30
Entry_2_GUID f708192a4b3c5d6e7f8a9b0c1d2e3f4a
Entry_2_Weight 20

Rewards List Asset: Common loot (GUID d5e6...):

GUID d5e6f708192a4b3c5d6e7f8a9b0c1d2e
Type Rewards_List

Rewards 2
Reward_0_Type Item
Reward_0_ID 50001
Reward_0_Amount 3
Reward_1_Type Currency
Reward_1_GUID b2c3d4e5f6a4b7c8d9e0f1a2b3c4d5e
Reward_1_Value 50

Rewards List Asset: Uncommon loot (GUID e6f7...):

GUID e6f708192a4b3c5d6e7f8a9b0c1d2e3f
Type Rewards_List

Rewards 2
Reward_0_Type Item
Reward_0_ID 50010
Reward_0_Amount 1
Reward_1_Type Currency
Reward_1_GUID b2c3d4e5f6a4b7c8d9e0f1a2b3c4d5e
Reward_1_Value 150

Rewards List Asset: Rare loot (GUID f708...):

GUID f708192a4b3c5d6e7f8a9b0c1d2e3f4a
Type Rewards_List

Rewards 3
Reward_0_Type Item
Reward_0_ID 50020
Reward_0_Amount 1
Reward_0_Sight 50030
Reward_1_Type Currency
Reward_1_GUID b2c3d4e5f6a4b7c8d9e0f1a2b3c4d5e
Reward_1_Value 500
Reward_2_Type Experience
Reward_2_Value 2000

Quest referencing the spawn table:

Rewards 2
Reward_0_Type Flag_Bool
Reward_0_ID 3001
Reward_0_Value True
Reward_1_Type Rewards_List_Asset
Reward_1_GUID c4d5e6f7081a4b9c2d3e4f5a6b7c8d9e

Each time quest 3001 is completed, the spawn table selects one of the three reward bundles according to the weights. The common bundle (weight 50) grants basic items and small currency; the rare bundle (weight 20) grants a pre-attached weapon and substantial currency and experience.

Complete worked example: area-based reward with conditions

A Rewards List Volume placed in the level editor that grants rewards only to players who have completed a specific quest and are within a reputation threshold.

Rewards List Asset:

GUID a8b7c6d5e4f3a2b1c0d9e8f7a6b5c4d
Type Rewards_List

Conditions 2
Condition_0_Type Quest
Condition_0_ID 4001
Condition_0_Status Completed
Condition_1_Type Reputation
Condition_1_Value 200
Condition_1_Logic Greater_Than_Or_Equal_To

Rewards 3
Reward_0_Type Flag_Bool
Reward_0_ID 800
Reward_0_Value True
Reward_1_Type Hint
Reward_1_Text Access granted: Restricted area.
Reward_1_Duration 3
Reward_2_Type Teleport
Reward_2_Spawnpoint RestrictedArea_Entry

The level editor volume at the restricted-area checkpoint references GUID a8b7c6d5e4f3a2b1c0d9e8f7a6b5c4d. Players who have completed quest 4001 and have at least 200 reputation are granted flag 800 (permanent access), shown a hint message, and teleported into the area. Players who do not meet either condition walk through the volume with no effect.

Rewards List Asset authoring checklist

  • [ ] GUID is freshly generated and unique within the mod project.
  • [ ] Type Rewards_List is present.
  • [ ] Conditions list uses the standard Condition_#_ prefix with sequential zero-based indexing.
  • [ ] Rewards list uses the standard Reward_#_ prefix with sequential zero-based indexing.
  • [ ] Conditions byte matches the actual condition count.
  • [ ] Rewards byte matches the actual reward count.
  • [ ] All condition types and field names are spelled correctly per the Conditions Reference.
  • [ ] All reward types and field names are spelled correctly per the Rewards Reference.
  • [ ] Flag IDs used in conditions and rewards are documented in the mod's flag register.
  • [ ] Item IDs used in rewards exist in the mod's item pool.
  • [ ] If the asset is referenced by a Rewards_List_Asset reward, the GUID in the reward matches the asset's GUID exactly.
  • [ ] If the asset uses a spawn table for randomization, every Rewards List Asset in the spawn table has its conditions configured for the intended consumption context.
  • [ ] Tested with /RunRewardList in single-player before wiring into quests or volumes.

Diagnostic table

SymptomMost likely causeResolution
/RunRewardList does nothingGUID does not match a loaded Rewards List AssetConfirm the GUID in the command matches the asset's GUID field exactly. Case and hyphen differences matter.
/RunRewardList grants no rewardsConditions list is present and fails for the testing playerCheck the conditions against the current player state. Temporarily remove the conditions to isolate whether the rewards block is correct.
Rewards_List_Asset reward in quest does not fireGUID mismatch in the reward entry, or the parent quest's conditions fail before the reward list is reachedVerify the GUID in the reward entry matches the Rewards List Asset. Test the Rewards List Asset independently with /RunRewardList.
Rewards List Volume does not triggerVolume bounds are misconfigured in the level editor, or the volume's GUID reference is incorrectVerify the volume's Rewards List Asset GUID in the level editor. Confirm the volume bounds cover the player's path.
Spawn-table resolution grants no rewardsSelected Rewards List Asset's conditions fail, or the spawn table has no entriesCheck every Rewards List Asset in the spawn table's conditions. Add a fallback Rewards List Asset with no conditions and high weight.
Rewards from Rewards List Asset double-fireThe same Rewards List Asset GUID is referenced from two sources that fire simultaneouslyAudit the quest chain to confirm no two triggers fire the same Rewards List Asset in the same interaction. Use a completion flag to prevent double-dipping.
Asset fails to loadType Rewards_List is misspelled or the file is in the wrong folderConfirm the Type field is exactly Rewards_List. Confirm the file is in a folder the mod loader scans.

Best practices

  • Assign each Rewards List Asset a unique GUID and document it in a rewards-list register alongside the asset's purpose and the list of quests or volumes that reference it.
  • Use conditions on Rewards List Assets that are referenced from multiple quests to prevent the rewards from being granted out of sequence.
  • When using spawn-table randomization, include a fallback Rewards List Asset with no conditions and a moderate weight to ensure the player always receives something.
  • Run /RunRewardList on every new Rewards List Asset before wiring it into a quest or volume, to isolate asset-authoring bugs from quest-chain bugs.
  • Place Rewards List Assets in a dedicated RewardsLists/ folder for auditability and ease of maintenance.
  • When changing a Rewards List Asset that is shared across multiple quests, test every quest that references it to confirm the change does not break quest progression or balance.
  • Use hint rewards within Rewards List Assets to provide player-facing feedback, but keep the hint text generic enough to work across all consumption contexts (a hint that says "Quest rewards granted" works for any quest that references the asset).
  • Avoid deeply nested Rewards_List_Asset references (a Rewards List Asset that references another Rewards List Asset through a Rewards_List_Asset reward). The cohort recommendation is a maximum of one level of indirection.

Frequently asked questions

What is the difference between a Rewards List Asset and a rewards list inside a quest?

A Rewards List Asset is a standalone .dat file with its own GUID, loadable independently of any parent asset. A rewards list inside a quest is inline -- it is part of the quest's .dat file and cannot be referenced from outside that quest. Rewards List Assets are reusable and referenceable; inline rewards lists are quest-specific.

Can a Rewards List Asset reference another Rewards List Asset?

Technically yes: a Rewards List Asset can include a Rewards_List_Asset reward pointing to another Rewards List Asset's GUID. However, the cohort recommendation is to limit this to one level of indirection and to avoid recursive chains entirely. Deeply nested Rewards List Assets become difficult to debug and test.

Does a Rewards List Asset need an English.dat file?

No. Rewards List Assets do not have user-facing display names in the traditional sense. The hints they contain are localized according to the parent asset's localization context. If a Rewards List Asset contains a Hint reward and the parent asset has Keep_Localization_Loaded true, the hint text is resolved from the parent asset's localization file.

How do I use a Rewards List Asset as a vendor's sale item container?

Vendors do not directly reference Rewards List Assets for their buying and selling lists. Vendors use their own item-list format (Buying and Selling fields in the Vendor asset). However, a vendor dialogue response can use a Rewards_List_Asset reward to grant the player a bundle of items after a purchase, or a Rewards List Asset can be used as a quest reward that the player receives after selling specific items to the vendor.

Can a Rewards List Volume trigger continuously or only once?

The Rewards List Volume triggers each time a player enters the volume and the conditions pass. If the conditions continue to pass on every entry, the volume triggers every entry. To make a volume trigger only once per player, include a Flag_Bool condition that checks for a flag the volume sets as its first reward, with Logic Not_Equal True or using Allow_Unset. After the first entry, the flag is set and subsequent entries fail the condition.

How do conditions on a Rewards List Asset interact with conditions on the parent quest?

The parent quest's conditions and the Rewards List Asset's conditions are evaluated independently and sequentially. The quest's conditions gate whether the quest can be completed at all. The Rewards List Asset's conditions gate whether the reward bundle is granted when it is triggered. The quest must pass its conditions for the Rewards_List_Asset reward to even be reached; then the Rewards List Asset evaluates its own conditions. Both layers must pass for the player to receive the rewards.

Can I use a Rewards List Asset without any conditions?

Yes. A Rewards List Asset with no Conditions block fires its rewards every time it is triggered. This is appropriate for standard reward bundles that should always be granted on completion of the triggering action.

How do I test a spawn table that resolves to Rewards List Assets?

Use /RunRewardList with the spawn table's GUID. If the GUID points to a Spawn Table Asset, the engine resolves the spawn table first, selects one Rewards List Asset, and then evaluates and grants it. This is the fastest way to test the spawn-table resolution chain without wiring it into a quest.

What is the practical maximum number of rewards in a Rewards List Asset?

There is no hard engine limit, but the cohort recommendation is to keep Rewards List Assets to ten or fewer reward entries. If a reward bundle requires more than ten individual rewards, consider splitting it into multiple Rewards List Assets and using sequential Rewards_List_Asset rewards in the parent quest's list to chain them.

Can Rewards List Assets be used as loot-table entries for containers?

Container loot tables (the item spawn configurations for world containers like crates, boxes, and lockers) do not reference Rewards List Assets. Container loot tables use Spawn Table Assets that reference individual items, not reward bundles. Rewards List Assets are for NPC-driven and volume-driven reward granting, not for passive world-loot generation.

Rewards List Asset in the broader reward architecture

The following table summarizes how Rewards List Assets relate to the other reward-related asset types in the Unturned™ modding ecosystem.

Asset typeRoleReferences Rewards List Asset?Referenced by
Rewards List AssetStandalone reward bundle with optional conditionsCan contain Rewards_List_Asset rewardsRewards_List_Asset reward type, Rewards List Volume, /RunRewardList, Spawn Table Asset
Spawn Table AssetWeighted collection of asset referencesCan contain Rewards List Asset GUIDsRewards_List_Asset reward type (resolved transitively)
Quest AssetPlayer objective with completion and abandonment rewardsContains Rewards_List_Asset rewards in its Rewards and AbandonmentRewards listsNPC Dialogue responses
Dialogue AssetConversation tree with responsesContains Rewards_List_Asset rewards in response entriesNPC Assets
Vendor AssetBuying and selling item listsDoes not directly reference Rewards List AssetsDialogue responses

Appendix A: Rewards List Asset field quick reference

FieldTypeRequiredPurpose
GUIDuint128 hexYesGlobally unique identifier. Referenced by Rewards_List_Asset reward type and admin command.
TypeenumYesMust be Rewards_List. Classifies the asset type.
IDuint16NoNumeric item ID. Typically not needed for Rewards List Assets.
ConditionsbyteNoNumber of conditions in the conditions list.
Condition_#_TypeenumSee conditionsCondition type for entry at index #.
Condition_#_*variesSee conditionsType-specific condition fields.
RewardsbyteNoNumber of rewards in the rewards list.
Reward_#_TypeenumSee rewardsReward type for entry at index #.
Reward_#_*variesSee rewardsType-specific reward fields.

Appendix B: Spawn-table entry format for Rewards List Assets

When configuring a Spawn Table Asset to resolve into Rewards List Assets, each entry follows the standard spawn-table entry format:

FieldTypeRequiredPurpose
Entry_#_GUIDuint128YesGUID of the Rewards List Asset for this entry.
Entry_#_Weightfloat or intYesRelative weight of this entry in the random selection.

The spawn table's Entries field declares the total count, and entries are indexed from 0 sequentially.

Appendix C: Level editor configuration for Rewards List Volumes

When placing a Rewards List Volume in the level editor, the volume's properties include:

PropertyDescription
Volume shapeBox, sphere, or cylinder defining the trigger area.
Volume position and sizeWorld-space position and dimensions of the trigger area.
Rewards List Asset GUIDThe GUID of the Rewards List Asset to trigger on player entry.
Volume ID (optional)String ID that can be referenced by Volume_Overlap conditions in other assets.

The Rewards List Volume is a placement instance, not a separate asset type. The behavior is defined entirely by the Rewards List Asset it references.

Appendix D: Rewards List Asset template

Copy the following template for a new Rewards List Asset. Fill in the bracketed values and delete any sections that are not needed.

GUID <generated-uuid-no-hyphens>
Type Rewards_List

Conditions <count>
Condition_0_Type <type>
Condition_0_<field> <value>
Condition_0_Logic <operator>

Rewards <count>
Reward_0_Type <type>
Reward_0_<field> <value>
Reward_1_Type <type>
Reward_1_<field> <value>

Appendix E: External references

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete Rewards List Asset reference covering asset structure, spawn-table resolution, Rewards List Volume integration, /RunRewardList testing workflow, and worked examples for faction payments, randomized loot, and area-based triggers.

Cross-references