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Item Data

Items in Unturned encompass anything that can be carried in a player's in-game inventory. All items share some properties, while each item type has its own unique data. All of the data applicable to each possible item type can be found below.

Non-specific Data

This first set of data is universal, and is applicable to any item type. Some of this data is required in order for the item to function.

GUID: The GUID is automatically generated for the item when the game is launched. If it is not automatically generated, then it is assumable that the content was not set up properly.

Type: Each category of item has its own type. The type to use can be found for each specific item category below, and is used for the item's context type as viewed in the context menu.

Rarity: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to common.

Useable: This defines which class to use for the item when equipped. If unspecified it will default to None, meaning that the item cannot be equipped. Which value to use for equippable items can be found below for each item category.

Slot: Primary, Secondary, Any

ID: The item ID is used to spawn the item into the game, and is represented as an unsigned 16 bit integer (a range of 0–65535). It is recommended not to use a value less than 2,000 as those are reserved for official content. It is also recommended to avoid any ID range being used by curated content, as those are often used by modded servers and custom Workshop maps.

Size_X: The width of the item in the inventory.

Size_Y: The height of the item in the inventory.

Size_Z: The size of the camera for item icons.

Size2_Z:

Can_Use_Underwater: false, true. Applicable to equipable items, and defaults to false for primary weapons.

Should_Drop_On_Death: false, true. Defaults to true.

Should_Delete_At_Zero_Quality: false, true. Applicable to usable items, and defaults to false.

Allow_Manual_Drop: false, true. Defaults to true.

Backward: Specified if this item should be visually held in the opposite hand.

Capacity

Amount: Maximum capacity of a container.

Count_Min: The minimum amount to generate in the container.

Count_Max: The maximum amount to generate in the container.

Quality

Quality_Min: The minimum quality to generate. Set to 10 by default.

Quality_Max: The maximum quality to generate. Set to 90 by default.

Override_Show_Quality:

Durability: Either a decimal probability chance of quality loss upon action, or guaranteed loss and durability value is instead representative of the amount lost.

  • Canteens: Guaranteed quality loss occurs upon drinking. Durability value represents the amount of quality loss.
  • Melee Weapons: Decimal probability chance of quality loss occurs upon hitting.
  • Ranged Weapons: Decimal probability chance of quality loss occurs upon shooting.

Wear: Increment to degrade quality by. Only applicable to items where durability represents a decimal probability chance of quality loss.

Damage

Damage data can be utilized by explosive consumables, explosive throwables, traps, remote explosives, melee weapons, and ranged weapons.

Player_Damage: Base damage dealt to player entities, prior to calculating limb modifiers, and used independently from limb modifiers for explosive and trap damage.

Player_Leg_Multiplier: The multiplier of player_damage against player legs.

Player_Arm_Multiplier: The multiplier of player_damage against player arms.

Player_Spine_Multiplier: The multiplier of player_damage against player torso.

Player_Skull_Multiplier: The multiplier of player_damage against player head.

Instakill_Headshots: false, true. Defaults to false. If true, headshots bypass hat armor on servers with Allow_Instakill_Headshots enabled.

Player_Damage_Bleeding: Always, Default, Heal, Never

Player_Damage_Bones: Always, Heal, None

Player_Damage_Food: Damage dealt to a player's food.

Player_Damage_Water: Damage dealt to a player's water.

Player_Damage_Virus: Damage dealt to a player's immunity.

Player_Damage_Hallucination: Length of hallucinations inflicted upon a player.

Zombie_Damage: Base damage dealt to zombie entities, prior to calculating limb modifiers, and used independently from limb modifiers for explosive and trap damage.

Zombie_Leg_Multiplier: The multiplier of zombie_damage against zombie legs.

Zombie_Arm_Multiplier: The multiplier of zombie_damage against zombie arms.

Zombie_Spine_Multiplier: The multiplier of zombie_damage against zombie torso.

Zombie_Skull_Multiplier: The multiplier of zombie_damage against zombie head.

Animal_Damage: Base damage dealt to animal entities, prior to calculating limb modifiers, and used independently from limb modifiers for explosive and trap damage.

Animal_Leg_Multiplier: The multiplier of animal_damage against animal limbs.

Animal_Spine_Multiplier: The multiplier of animal_damage against animal torso.

Animal_Skull_Multiplier: The multiplier of animal_damage against animal head.

Barricade_Damage: Damage dealt to barricades.

Structure_Damage: Damage dealt to structures. Multiplied by 3 in single-player.

Vehicle_Damage: Damage dealt to vehicles.

Resource_Damage: Damage dealt to resources.

Object_Damage: Damage dealt to objects.

Invulnerable: Specified if damage ignores structures, barricades, and vehicles that are considered invulnerable to low-power weaponry. Not applicable to explosive damage, which always ignores invulnerability.

Range: For ranged and melee weapons – max distance in meters before damage is no longer possible. For explosive weapons (including magazine attachments that generate explosive projectiles) – the radius of the explosion in meters.

Explosive: Specified if the explosive component is used.

Explosion: The visual effect ID to play as the explosion.

Spawn_Explosion_On_Dedicated_Server:

Blueprints

Blueprints: The number of blueprints available.

Blueprint_#_Type: Ammo, Apparel, Barricade, Furniture, Gear, Repair, Structure, Supply, Tool, Utilities

Blueprint_#_Supplies: The number of unique supplies required for the blueprint.

Blueprint_#_Supply_#_ID: The ID of the unique supply required.

Blueprint_#_Supply_#_Amount: The amount of the unique supply required.

Blueprint_#_Supply_#_Critical: Specified if the unique supply is a prerequisite to showing the blueprint.

Blueprint_#_Tool: The ID of the unique non-consumed tool required.

Blueprint_#_Tool_Critical: Specified if the unique non-consumed tool is a prerequisite to showing the blueprint.

Blueprint_#_Level: The skill level needed.

Blueprint_#_Skill: Cook, Craft, None, Repair. The skill required to craft – defaults to None.

Blueprint_#_Product: The ID of the product created.

Blueprint_#_Products: The amount of the product created.

Blueprint_#_Outputs: The number of unique products created from fulfilling the blueprint.

Blueprint_#_Output_#_ID: The ID of the unique product created.

Blueprint_#_Output_#_Amount: The amount of the unique product created.

Blueprint_#_Build: The auditory effect ID to play.

Blueprint_#_Map: Name of the map the condition applies to.

Blueprint_#_Conditions: The number of required conditions.

Blueprint_#_Condition_#_Type: Holiday

Blueprint_#_Condition_#_Value: Christmas, Halloween

Actions

Actions: The number of actions available.

Action_#_Type: Blueprint

Action_#_Source: ID of the item with the blueprint this action should perform.

Action_#_Blueprints: The amount of the unique blueprint actions.

Action_#_Blueprint_#_Index: ID of the specific blueprint this action should perform.

Action_#_Key: Craft_Bandage, Craft_Dressing, Craft_Rag, Craft_Seed

Asset Bundles and Error Handling

See AssetBundles.md for full documentation regarding asset bundles.

Ignore_TexRW: Specified if read/writeable texture errors for the item should be hidden from the error logs.

Attachments

Calibers: The number of calibers applicable.

Caliber_#: ID of an applicable caliber.

Recoil_X: Decimal amount to multiply horizontal look recoil by.

Recoil_Y: Decimal amount to multiply vertical look recoil by.

Spread: Decimal amount to multiply spread by.

Shake: Decimal amount to multiply physical recoil by.

Damage: Decimal amount to multiply damage by.

Paintable: Specified if skins can retexture the attachment.

Barrels

Type: Barrel

Braked: Specified if a muzzle flash is hidden.

Silenced: Specified if alerts are not generated.

Volume: Amount to multiply gunfire sound volume.

Grips

Type: Grip

Bipod: Specified if effects only take place when prone.

Magazines

Type: Magazine

Pellets: Number of bullet rays shot.

Tracer: Tracer effect ID.

Impact: Impact effect ID.

Speed: Multiplier on reload speed.

Stuck: Amount of quality to lose when hit. Fired projectiles can be picked back up until quality reaches 0.

Projectile_Damage_Multiplier: Multiplier on the damage dealt by projectile weapons.

Projectile_Blast_Radius_Multiplier: Multiplier on the blast radius of projectiles fired from projectile weapons.

Projectile_Launch_Force_Multiplier: Multiplier on the launch force applied to projectiles fired from projectile weapons.

Should_Fill_After_Detach: Specified if ammunition is fully refilled when reloaded, effectively allowing for infinite ammunition only limited by reload time.

Delete_Empty: Specified if the magazine should be deleted when depleted.

Limb-independent damage is also applicable.

Sights

Type: Sight

Zoom: Multiplicative amount of zoom.

Tacticals

Type: Tactical

Firerate: Amount to decrease minimum fire rate delay.

Laser: Specified if a laser can be toggled.

Light: Specified if a light can be toggled.

Rangefinder: Specified if a rangefinder can be toggled.

Melee: Specified if a melee attack can be performed.

Barricades

Type: Barricade

Useable: Barricade

Build: Barrel_Rain, Barricade, Bed, Cage, Campfire, Claim, Clock, Door, Fortification, Freeform, Gate, Glass, Hatch, Ladder, Mannequin, Note, Oven, Oxygenator, Safezone, Shutter, Sign, Sign_Wall, Spot, Stereo, Torch, Vehicle

Health: Amount of health.

Range: Distance away the barricade can be placed from the player.

Radius:

Offset: Inherent distance above the point to place.

Locked: Usability/interactivity access restricted to owner.

Explosion: Destruction effect ID.

Salvage_Duration_Multiplier: Multiplier on salvage duration.

Unpickupable: Cannot be salvaged.

Unrepairable: Cannot be repaired.

Unsalvageable: If damaged, salvaging yields no partial ingredients.

Unsaveable: Cannot be saved by the game.

Vulnerable: Specified if the barricade can be destroyed by low-power weaponry.

Proof_Explosion: Specified in immune to explosion damage.

Armor_Tier: High. Doubles health value.

Use_Water_Height_Transparent_Sort:

Should_Close_When_Outside_Range: true. Defaults to false. Only applicable to interactive barricades that generate a UI element, such as item storages and signs.

Allow_Collision_While_Animating: Allows animated interactables (e.g., doors) to perform collision movement upon players.

Allow_Placement_On_Vehicle: false, true. Defaults to false for beds and robotic turrets.

Beacons

Type: Beacon

Useable: Barricade

Build: Beacon

Wave: Number of zombies that must be killed.

Rewards: Number of rewards spawned.

Reward_ID: Spawn table ID for rewards.

Experience Storages

Type: Library

Useable: Barricade

Build: Library

Capacity: Numerical maximum capacity of experience able to be stored.

Tax: Percent tax on deposits.

Generators

Type: Generator

Useable: Barricade

Build: Generator

Capacity: Numerical maximum capacity of fuel units able to be stored.

Wirerange: Radius range in meters (representative of a sphere) for how large of an area is considered powered.

Burn: Number of seconds before one fuel unit is burned.

Item Storages

Type: Storage

Useable: Barricade

Build: Storage, Storage_Wall

Storage_X: Horizontal storage space.

Storage_Y: Vertical storage space.

Display: Stored item is visible.

Liquid Storages

Type: Tank

Useable: Barricade

Build: Tank

Source: Fuel, Water

Resource: Numerical maximum capacity of liquid units that can be stored. Water units are measured in potential drinking uses.

Oil Pumps

Type: Oil_Pump

Useable: Barricade

Build: Oil

Fuel_Capacity: Numerical maximum capacity of fuel units able to be stored.

Plants

Type: Farm

Useable: Barricade

Build: Farm

Growth: Number of seconds required to fully grow.

Grow: ID of the item generated when harvesting a fully grown plant.

Remote Explosives

Type: Charge

Useable: Barricade

Build: Charge

Range2: Meter radius of range for explosive damage.

Explosion2: Explosion effect ID for the damaging explosion.

Limb-independent entity damage is also applicable.

Robotic Turrets

Type: Sentry, Sentry_Freeform

Useable: Barricade

Build: Sentry

Storage_X: Horizontal storage space.

Storage_Y: Vertical storage space.

Display: Stored item is visible.

Mode: Friendly, Hostile, Neutral

Infinite_Ammo: Weapon ammunition never depletes.

Infinite_Quality: Weapon quality never depletes.

Traps

Type: Trap

Useable: Barricade

Build: Spike, Wire

Damage_Tires: Specified if tires can be popped when ran over by a vehicle.

Range2: Meter radius of range for explosive damage.

Explosion2: Explosion effect ID for the damaging explosion.

Limb-independent entity damage is also applicable.

Clothing

Type: Backpack, Glasses, Hat, Mask, Pants, Shirt, Vest

Useable: Backpack, Glasses, Hat, Mask, Pants, Shirt, Vest

Armor: Decimal multiplier on incoming damage.

Width: The amount of horizontal storage space.

Height: The amount of vertical storage space.

Hair: Specified if hair shows up when wearing. Only applicable to hats, masks, and glasses.

Beard: Specified if beard shows up when wearing. Only applicable to hats, masks, and glasses.

Hair_Override: Specified if hair material should be used. Only applicable to hats, masks, and glasses.

Pro: Specified if the item should be unable to spawn. Intended for cosmetics.

Visible_On_Ragdoll: false, true. Defaults to true.

Glasses

Blindfold: Specified if the player should be blinded when the glasses are worn.

Vision: Civilian, Headlamp, Military

Body Mesh Replacements

Body mesh replacements are only applicable to shirts. See CharacterMeshReplacement.md for full documentation.

Has_1P_Character_Mesh_Override: false, true

Character_Mesh_3P_Override_LODs: Number of LODs.

Has_Character_Material_Override: false, true

Hair_Visible: false, true. Defaults to true.

Beard_Visible: false, true. Defaults to true.

Vests

Consumables

Consumables in Unturned encompass anything that is irreversibly consumed by the player on use, and directly affect a player's stats such as food or health.

Type: Food, Medical, Water

Useable: Consumeable

Aid: Specified if the item can be used on other players via right-click.

Bleeding: Specified if bleeding is healed. Deprecated in favor of Bleeding_Modifier.

Bleeding_Modifier: Cut, Heal, None

Broken: Specified if broken legs are healed. Deprecated in favor of Bones_Modifier.

Bones_Modifier: Break, Heal, None

Health: The number of health to restore.

Food: The number of food to restore.

Water: The number of water to restore.

Food_Constrains_Water: Specified if max potential water gain should be capped by actual food gain. Applies to items where max potential water gain is less than max potential food gain.

Disinfectant: The number of immunity to restore.

Virus: The number of immunity to deplete.

Energy: The number of energy to restore.

Vision: The length of hallucinations. The length does not stack with each time eaten, but the timer is reset for equal or longer Vision values relative to the remaining hallucination time.

Oxygen: The number of oxygen to restore or deplete.

Should_Delete_After_Use: false, true. Defaults to true.

Item_Reward_Spawn_ID: ID of an item generated upon usage of the consumable.

Min_Item_Rewards: Minimum possible amount of items rewarded.

Max_Item_Rewards: Maximum possible amount of item rewarded.

Crafting Supplies

Type: Supply

Fishing Poles

Type: Fisher

Useable: Fisher

Reward_ID: ID of the spawn table to pull catchable items from.

Fuel Canisters

Type: Fuel

Useable: Fuel

Fuel: Amount of fuel units added to target.

Growth Supplements

Type: Grower

Useable: Grower

Mapping Equipment

Type: Map, Compass

Enables_Map: Specified if this item provides a satellite map display.

Enables_Chart: Specified if this item provides a chart map display.

Enables_Compass: Specified if this item provides a compass display.

Melee Weapons

Optics

Type: Optic

Useable: Optic

Zoom: Multiplicative amount of zoom.

Parachutes

Type: Cloud

Useable: Cloud

Gravity: Decimal multiplier on the influence of gravity.

Projectiles

Type: Throwable

Useable: Throwable

Explode_On_Impact: Specified if the projectile immediately explodes upon impact.

Sticky: Specified if the projectile sticks to objects upon impact.

Fuse_Length: Timer in seconds for fuse length. Defaults to 2 seconds.

Limb-independent damage is also applicable.

Radiation Filters

Type: Filter

Useable: Filter

Ranged Weapons

Type: Gun

Useable: Gun

Barrel: The barrel item ID to spawn attached.

Grip: The grip item ID to spawn attached.

Sight: The sight item ID to spawn attached.

Tactical: The tactical item ID to spawn attached.

Hook_Barrel: Specified if a barrel can be manually attached.

Hook_Grip: Specified if a grip can be manually attached.

Hook_Sight: Specified if a sight can be manually attached.

Hook_Tactical: Specified if a tactical can be manually attached.

Magazine: The magazine item ID to spawn attached.

Magazine_Replacements: Number of unique conditions with alternative default magazine attachments.

Magazine_Replacement_#_Map: Name of the map the condition applies to.

Magazine_Replacement_#_ID: ID of the alternative magazine attachment.

Ammo_Min: The minimum amount of ammo to generate.

Ammo_Max: The maximum amount of ammo to generate.

Safety: Specified if the safety firing mode can be swapped to.

Semi: Specified if semi-automatic firing mode can be swapped to.

Bursts: Number of shots fired in a burst. Specified if burst firing mode can be swapped to.

Auto: Specified if automatic firing mode can be swapped to.

Caliber: The caliber ID to check for attachment compatibility.

Attachment_Calibers: Number of unique attachment calibers.

Attachment_Caliber_#: ID of applicable caliber for hook attachments.

Magazine_Calibers: Number of unique magazine calibers.

Magazine_Caliber_#: ID of applicable caliber for magazine attachments.

Firerate: The minimum number of ticks between the firing of each bullet.

Replace: Multiplier of the reload animation length before the magazine is respawned.

Unplace: Multiplier of the reload animation length before the magazine is despawned.

Reload_Time: Multiplier on reload animation length.

Action: Bolt, Break, Minigun, Pump, Rail, Rocket, String, Trigger. Rocket action has inherently explosive projectiles, uses ballistic force instead of alternative advanced ballistics options, and has infinite firing range.

Delete_Empty_Magazines: Specified if the attached magazine should be deleted when depleted. Deprecated in favor of Should_Delete_Empty_Magazines.

Should_Delete_Empty_Magazines: false, true. No applicable default flag. If set to true, it will override how empty magazines are handled by the action item mode.

Spread_Aim: The spread multiplier when aiming down sights. This is multiplied by the spread_hip value.

Spread_Hip: The spread multiplier when not aiming down sights.

Ballistic_Force: Measured in Newtons. Primarily applicable to the rocket action, and usage ignores all other advanced ballistic options.

Ballistic_Steps: Defaults to (range / 10).

Ballistic_Travel: Defaults to 10.

Ballistic_Drop: Defaults to 0.002.

Recoil_Aim: Multiplier on all recoil parameters when aiming down sights. Defaults to 1.

Recoil_Min_X: The minimum horizontal look recoil in degrees.

Recoil_Min_Y: The minimum vertical look recoil in degrees.

Recoil_Max_X: The maximum horizontal look recoil in degrees.

Recoil_Max_Y: The maximum vertical look recoil in degrees.

Recover_X: Multiplier on degrees to be counter-animated horizontally over the next 250 milliseconds.

Recovery_Y: Multiplier on degrees to be counter-animated vertically over the next 250 milliseconds.

Shake_Min_X: The minimum X axis physical recoil.

Shake_Max_X: The maximum X axis physical recoil.

Shake_Min_Y: The minimum Y axis physical recoil.

Shake_Max_Y: The maximum Y axis physical recoil.

Shake_Min_Z: The minimum Z axis physical recoil.

Shake_Max_Z: The maximum Z axis physical recoil.

Muzzle: The muzzle effect ID to play when shooting.

Shell: The shell effect ID to play after shooting.

Turret: Specified if the weapon should be treated as a vehicular turret.

Can_Ever_Jam: Specified if the weapon can jam.

Jam_Quality_Threshold: Decimal representative of the quality percentage threshold for jamming can begin to occur.

Jam_Max_Chance: Decimal-to-percent chance for jamming to occur.

Unjam_Chamber_Anim: Name of the animation clip to play for unjamming. Defaults to UnjamChamber.

Can_Aim_During_Sprint: Specified if the player can sprint while aiming down sights.

Ammo_Per_Shot: Numeric option for ammunition consumed per shot.

Fire_Delay_Seconds: Numeric option for the delay between initiating attempting to fire, and the actual firing of the weapon.

Allow_Magazine_Change: false, true. Defaults to true. If false, the magazine in the weapon cannot be reloaded, unloaded, or replaced.

Damage data (explosive, limb-dependent, and limb-independent setups), durability, and wear are also applicable.

Remote Triggers

Type: Detonator

Useable: Detonator

Restraining Devices

Catchers

Type: Arrest_Start

Useable: Arrest_Start

Strength: Amount of effort required to break free.

Releasers

Type: Arrest_End

Useable: Arrest_End

Recover: ID of the restraining device that can be unlocked with this item.

Structures

Type: Structure

Useable: Structure

Construct: Floor, Floor_Poly, Pillar, Post, Rampart, Roof, Roof_Poly, Wall

Health: Amount of health.

Range: Distance away the barricade can be placed from the player.

Explosion: Destruction effect ID.

Foliage_Cut_Radius: Numerical value in meters for the radius in which foliage is removed from around the structure. Only applicable to floor structure types.

Tools

Car Jacks

Car jacks launch vehicles into the air as a method of reorienting them if they were flipped over.

Type: Tool

Useable: Carjack

Car Lock Picks

Car lock picks allow players to unlock any locked vehicle, but are single-use.

Type: Tool

Useable: Carlockpick

Tire Replacements

Tire replacements allow for adding or removing tires from four-wheeled vehicles.

Type: Tire

Useable: Tire

Mode: Add, Remove

Vehicle Batteries

Vehicle batteries can be placed into vehicles, allowing them to perform activities that consume electrical energy rather than fuel. They are affected by quality.

Type: Vehicle_Repair_Tool

Useable: Battery_Vehicle

Walkie-talkies

When initiating voice chat with a walkie-talkie held, voice is transmitted through a two-way radio. An audible cue plays when initiating voice chat.

Type: Tool

Useable: Walkie_Talkie

Water Canisters

Type: Refill

Useable: Refill

Water: The number of water to restore.


Last update: August 11, 2020