Flag Type Reference
A flag is a data type in the Unturned™ .dat file format that signals a boolean condition through the presence of a key rather than through a key-value pair. A flag key appears on its own line with no associated value. The parser checks for the existence of the key and treats its presence as true and its absence as false. Flags are one of the fundamental data types of the .dat file configuration system, alongside integers, floats, strings, enums, and bitmasks.
57 Studios™ has documented and validated the complete flag type surface across the Unturned™ modding configuration system. This article covers the flag type mechanism as it is implemented by the parser, the distinction between flag types and bool types, every flag field observed in shipped vanilla and curated game files at the time of publication, the asset-type-specific flags that recur across the item hierarchy, and the authoring conventions that produce correct flag entries.

Documentation source: This article references the official Smartly Dressed Games modding documentation chapter on flag types and the
Proflag example. All flag field names listed in this article have been observed in shipped.datfiles from the current Unturned™ game installation atBundles/Items/*/\*.datand are verifiable by opening the named files.
Who this article is for
This article is written for Unturned™ mod developers who need a complete reference for the flag data type, who have encountered flag keys in .dat files and need to understand how they differ from other boolean-type mechanisms, or who need to know which flags are available for each asset type. Readers should already have working familiarity with the .dat file syntax, the concept of key-value pairs, and the general structure of Unturned item configuration. If you are new to the .dat file type system, start with the data-types section index before returning here.
Background: how the parser interprets flags
The Unturned .dat parser processes each line of a configuration file independently. Lines are classified as key-value pairs, flags, or comments. A key-value pair is a line containing a key followed by whitespace and a value (e.g., Damage_Player 40). A flag is a key with no value , the key is the entire meaningful content of the line (e.g., Pro). A comment is a line whose content is ignored by the parser (lines beginning with //).
When the parser encounters a flag key, it records the key as present. The asset loading system checks for the presence of specific flag keys and enables or disables corresponding behaviors. The parser does not assign a value to the flag internally; the flag's meaning is derived entirely from the fact that the key was found in the file.
As shown in the flowchart above, the parser's classification of a line as a flag or a key-value pair depends entirely on whether a value follows the key. The same key could theoretically be used as both a flag and a key-value pair in different asset types, but in practice each key is defined by the asset type's schema as one or the other, and the parser expects the documented form.
Flag values are not read
If a value is written after a flag key (e.g., Pro True), the parser may interpret the line differently depending on the asset type's schema. In most parser implementations, writing a value after a documented flag key either produces a parser warning, ignores the value, or treats the line as a key-value pair (which would not trigger the flag behavior if the schema defines the key as a flag only). The cohort-recommended practice is to write flag keys on their own lines with no trailing content, exactly as they appear in the vanilla asset files.
How flags differ from bool types
The flag type and the bool type both encode boolean (true/false) information, but they use different mechanisms and appear differently in the .dat file.
| Aspect | Flag type | Bool type |
|---|---|---|
| Syntax | Key on its own line, no value | Key followed by true or false |
| Meaning of presence | Condition is true | Requires explicit value assignment |
| Meaning of absence | Condition is false | Parser may apply default or produce error |
| Example | Pro | Tracer True |
| Whitespace after key | Not meaningful | Required to separate key from value |
| Multiple values | Not possible | Not applicable (bool is single-value) |
A flag key's presence is a sufficient signal for the true condition. A bool field requires the explicit assignment of true or false. The difference matters when reading or copying configuration from existing .dat files: a flag key with a value after it (e.g., Pro True) is a different syntactic form from a bool field (Tracer True), and the parser may treat the flag key with a value as an error in some asset type schemas.
The flag type is the default boolean mechanism in the Unturned .dat format for asset properties that are typically set once and rarely changed. The bool type is used for properties that the engine reads as configuration values (damage modifiers, tracer state, incendiary state) and for which the explicit true/false syntax disambiguates the default behavior (is the field not set, or is it set to false?).
Flag versus bool on the same key
Do not write a value after a flag key. If the asset type's schema defines Pro as a flag, write Pro on its own line. Writing Pro True or Pro 1 may produce unexpected parser behavior depending on the asset type. If the schema defines Pro as a bool (with an explicit true/false value), then the value is required. Consult the specific asset type's documentation for the correct form of each field.
Flag fields observed in shipped game files
The flag fields listed below have been observed in .dat files shipped with the current Unturned™ installation. Each flag name is followed by the asset types in which it has been observed, the effect it has when present, and the first shipped file in which it was verified.
Cross-asset flags
| Flag | Observed in | Effect | First verified in |
|---|---|---|---|
Pro | Backpack, Hat, Glasses, Mask, Shirt, Pants, Vest, Melee, Box, Barrel, Magazine | Marks the item as a Steam economy (curated) item. Non-PRO players can see and pick up the item but cannot use it. | Classic_Alicepack.dat |
Bypass_ID_Limit | Backpack, Magazine | Allows the item's ID to exceed 2000 without producing a parser warning. Required for any mod item with an ID above 2000. | HeadlessCape.dat (ID 797) |
Ignore_NPOT | Backpack, Glasses | Suppresses the non-power-of-two texture warning for curated assets that predate the NPOT enforcement rule. | Carpat_Lastman_Backpack.dat |
Clothing and appearance flags
| Flag | Observed in | Effect | First verified in |
|---|---|---|---|
Hair | Hat, Glasses, Mask | Hides the player's hair model when the item is equipped. Used on hats, helmets, glasses, and masks that cover the head. | Arid_Arrowhead.dat |
Beard | Hat, Glasses, Mask | Hides the player's beard model when the item is equipped. Used on face-covering items. | Classic_Dixie_Hat.dat |
Weapon and tool flags
| Flag | Observed in | Effect | First verified in |
|---|---|---|---|
TwoHanded | Melee | Occupies both inventory hand slots when the weapon is equipped. Blocks the secondary inventory slot. Uses the player's two-handed animation set. | Documented in melee asset reference |
RepairTool | Melee | When equipped and activated on a barricade or structure, the weapon repairs the target instead of dealing damage. The weapon retains normal damage against players, zombies, and animals. | Documented in melee asset reference |
Silenced | Barrel | Marks the barrel attachment as a suppressor. Modifies the weapon's audio profile when attached. | Military_Suppressor.dat |
Light | Melee | The melee weapon emits light when equipped. Observed on the Flashlight melee item. | Flashlight.dat |
Paintable | Barrel | The barrel attachment supports cosmetic paint variants. Observed on the Military Suppressor and Ranger Suppressor. | Military_Suppressor.dat |
Repeated | Melee | The melee weapon has a repeating animation cycle. Observed on the Chainsaw and Jackhammer items. | Chainsaw.dat |
Item-level structural flags
| Flag | Observed in | Effect | First verified in |
|---|---|---|---|
Should_Delete_At_Zero_Quality | Various items | When the item's quality reaches zero, the item is deleted from the player's inventory rather than persisting at zero quality. | Referenced in official documentation |
Flag fields by asset type
The table below groups flags by the asset type they apply to, providing a quick lookup for mod developers authoring a specific type of asset.
Melee asset flags
| Flag | Required or optional | Effect |
|---|---|---|
Pro | Optional | Marks as Steam economy item |
TwoHanded | Optional | Occupies both hand slots; uses two-handed animation set |
RepairTool | Optional | Repairs barricades and structures instead of dealing damage |
Light | Optional | Weapon emits light when equipped |
Repeated | Optional | Weapon has repeating animation cycle |
Bypass_ID_Limit | Required if ID greater than 2000 | Allows high item IDs |
Clothing asset flags (Hat, Glasses, Mask, Shirt, Pants, Vest, Backpack)
| Flag | Required or optional | Effect |
|---|---|---|
Pro | Optional | Marks as Steam economy item |
Hair | Optional | Hides hair model |
Beard | Optional | Hides beard model |
Bypass_ID_Limit | Required if ID greater than 2000 | Allows high item IDs |
Ignore_NPOT | Optional | Suppresses NPOT texture warning |
Barrel asset flags
| Flag | Required or optional | Effect |
|---|---|---|
Silenced | Optional | Attachment provides sound suppression |
Paintable | Optional | Attachment supports cosmetic paint |
Bypass_ID_Limit | Required if ID greater than 2000 | Allows high item IDs |
Magazine asset flags
| Flag | Required or optional | Effect |
|---|---|---|
Pro | Optional | Marks as Steam economy item |
Bypass_ID_Limit | Required if ID greater than 2000 | Allows high item IDs |
Box asset flags
| Flag | Required or optional | Effect |
|---|---|---|
Pro | Optional | Marks as Steam economy item |
How the parser detects the absence of a flag
When a flag key is absent from the .dat file, the parser does not record the key. The asset loading system treats the flag's condition as false , the behavior controlled by the flag is disabled. There is no explicit syntax for setting a flag to false; the mod developer removes the line or never writes it.
This binary-by-existence mechanism has an important consequence: a mod developer reading an existing .dat file cannot determine whether a flag's absence is intentional (the mod author deliberately did not set the flag) or accidental (the mod author did not know the flag existed). The only way to determine which flags are available for a given asset type is to consult the official documentation or the reference tables in this article. Scanning a .dat file tells you which flags are set, not which flags could be set.
The flowchart above shows the binary decision that the parser makes for every flag-key lookup. The decision is made once at load time. The flag's state does not change during runtime unless a server-side plugin modifies the asset object's state after loading.
Writing flag keys in .dat files
The syntax for writing a flag key in a .dat file is the simplest possible entry: the key name on its own line, with no trailing value, no trailing whitespace (though trailing whitespace is typically stripped by the parser), and no special prefix or suffix.
Correct flag syntax
Pro
TwoHanded
RepairTool
Hair
Beard
Bypass_ID_LimitEach flag key occupies one line. Multiple flags on the same asset occupy consecutive lines, separated by the standard line-ending convention of the file (CRLF on Windows, LF on Linux). The order of flag keys relative to each other does not affect behavior , the parser records each flag independently and does not enforce a flag ordering convention.
The convention observed in vanilla .dat files groups flag keys together as a block, typically after the identity fields (GUID, Type, ID) and before or after the size fields (Size_X, Size_Y). The vanilla convention is:
GUID <value>
Type <value>
ID <value>
Size_X <value>
Size_Y <value>
Flag1
Flag2Incorrect flag syntax
The following examples show common incorrect flag syntax and the reason each is incorrect:
| Incorrect entry | Problem |
|---|---|
Pro True | The True value is not expected for a flag key; the parser may misinterpret the line |
Pro = true | The = sign is not part of the .dat format syntax |
Pro: true | The : sign is not part of the .dat format syntax |
"Pro" | Quotes are not used for keys in the .dat format |
// Pro | The // prefix marks the line as a comment; the flag is ignored |
Pro=1 | No = sign is used in the .dat format; when no space separates key and value, the behavior is parser-dependent |
Flags with no value need no punctuation
A flag key in a .dat file is the simplest entry in the format. The key, a newline, and nothing else. Do not add =, :, true, false, 1, 0, or any other value suffix. If the documentation lists a field's type as "flag," the value-empty form is the correct form.
Worked example: melee asset with flags
The following .dat file excerpt shows a melee weapon that uses the TwoHanded and RepairTool flags:
ID 50150
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Melee
Name WrenchHammer
Rarity Uncommon
Slot Secondary
Size_X 2
Size_Y 2
TwoHanded
RepairTool
Range 2.5
Strength 1.2
Stamina 20
Player_Damage 25
Zombie_Damage 35
Animal_Damage 25
Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 20
Resource_Damage 5
Object_Damage 10
Durability 0.15
Wear 2The TwoHanded flag on line 12 occupies the player's secondary inventory slot while the weapon is equipped and switches the player to the two-handed animation set. The RepairTool flag on line 13 causes the weapon's primary action against barricades and structures to repair the target instead of dealing damage. Both flags are written on their own lines with no trailing values. The weapon is a two-handed repair tool , a large wrench or breaker bar that the player uses with both hands.
Worked example: clothing asset with flags
The following .dat file excerpt shows a hat asset that uses the Hair, Beard, and Pro flags:
GUID 5243ed73007f4ed886221543975eb527
Type Hat
Useable Clothing
ID 1710
Size_X 2
Size_Y 2
Size_Z 0.5
Beard
Hair_Override Model_0
Hair_Override_NonGoldColor #968876
ProThe Beard flag on line 9 hides the player's beard model while the hat is equipped. The Pro flag on line 14 marks the item as a Steam economy (curated) item. The Hair_Override fields on lines 11-12 are key-value pairs , not flags , because they carry values. The Hair flag is not present on this particular hat, which means the hat does not hide the player's hair (the Hair_Override field provides a custom hair model instead).
Worked example: barrel attachment with flags
The following .dat file excerpt shows a barrel attachment (suppressor) that uses the Silenced and Paintable flags:
GUID df490ac8004a421aa0f513bdb11b8b54
Type Barrel
Rarity Epic
ID 7
Size_X 2
Size_Y 1
Size_Z 0.125
Calibers 9
Caliber_0 1
Caliber_1 4
Caliber_2 12
Caliber_3 22
Caliber_4 23
Caliber_5 24
Caliber_6 25
Caliber_7 39
Caliber_8 41
Silenced
Volume 0.3
Durability 2
Quality_Min 90
Quality_Max 100
Ballistic_Drop 1.1
PaintableThe Silenced flag on line 22 marks the barrel as a sound suppressor. The Volume field on line 23 is a float key-value pair that sets the suppressed volume level. The Silenced flag enables the suppressor behavior; the Volume field configures how effective the suppression is. The Paintable flag on line 30 enables cosmetic paint variants for the suppressor.
Flag plus configuration values
The Silenced flag enables the suppressor behavior on the barrel attachment, but the strength of the suppression is controlled by the Volume key-value pair. This is a common pattern in the .dat format: a flag enables a behavior, and a separate key-value pair configures that behavior's parameters. The flag is the on/off toggle; the key-value pair is the intensity dial.
Worked example: melee weapon with Light flag
The following .dat file excerpt shows a melee weapon (the vanilla Flashlight) that uses the Light flag:
GUID 922c5bfe21864487a9405f3e2e0f5d97
Type Melee
Useable Melee
Slot Secondary
ID 276
Size_X 1
Size_Y 2
Size_Z 0.3
Size2_Z 0.3
Range 1.75
Strength 1.5
Player_Damage 21
Zombie_Damage 21
Animal_Damage 21
Barricade_Damage 2
Structure_Damage 2
Vehicle_Damage 15
Resource_Damage 25
Object_Damage 15
Light
Durability 0.08The Light flag on line 25 causes the weapon to emit light when equipped. The light source follows the player's hand position. There are no additional key-value pairs configuring the light's intensity, color, or radius in the vanilla Flashlight .dat , the Light flag alone enables the default flashlight illumination behavior.
Flag authoring conventions
The conventions below describe the documented pattern for authoring flag keys in .dat files. Adopting these conventions from the first mod project prevents the most common flag-related parser errors.
| Convention | Rationale |
|---|---|
| Write each flag on its own line | The parser processes one key per line |
| Write flag keys with no trailing value | A value after a flag key may be misinterpreted |
| Group all flag keys together in a block | Matches the vanilla file layout convention; makes flags easy to scan |
| Place flag block after identity and size fields | Matches the vanilla ordering convention |
| Use the exact case shown in the documentation | The parser is likely case-sensitive for flag keys |
| Do not precede flag keys with any prefix or symbol | The parser expects the bare key name |
| Do not place comments on the same line as flag keys | The // comment syntax may or may not work inline depending on parser implementation |
| Separate comment lines from flag lines with blank lines | Prevents the parser from interpreting the comment as part of the previous entry |
Common flag-related authoring errors
The table below lists the most common flag-related errors that mod developers make when authoring .dat files, the consequences of each error, and the documented correction.
| Error | Consequence | Correction |
|---|---|---|
Writing Pro True instead of Pro | Parser may misinterpret the line; flag behavior may not enable | Remove the value; write Pro alone |
Writing TwoHanded = true | = is not valid .dat syntax; parser error or silent ignore | Remove = true; write TwoHanded alone |
Commenting out a flag with // TwoHanded | The flag is disabled; the weapon behaves as one-handed | Remove the // prefix to enable the flag |
| Placing a flag key on the same line as a key-value pair | Parser may interpret the full line incorrectly | Place each flag on its own dedicated line |
Omitting Bypass_ID_Limit for an item with ID above 2000 | Parser warning about ID limit; item may not load | Add Bypass_ID_Limit on its own line |
| Using a flag documented for a different asset type | The parser ignores unknown keys or produces a warning | Confirm the flag applies to the current asset type |
Omitting Pro on a curated Steam economy item | The item functions as a regular (non-PRO) item for all players | Add Pro on its own line |
Flag misspelled (e.g., Two_Handed instead of TwoHanded) | The parser does not recognize the key; flag behavior is disabled | Correct the spelling to match the documented key name |
How flags interact with other data types in the same file
A .dat file may contain flags, key-value pairs, and comments in any order. The parser processes each line independently and does not enforce ordering constraints between flags and key-value pairs. However, the parser implementations for some asset types may reject files where flags appear in unexpected positions relative to structured blocks such as blueprint arrays or spawn tables.
The cohort-validated practice is to place all flags in a contiguous block near the top of the file, after the identity fields (GUID, Type, ID, Name) and size fields (Size_X, Size_Y, Size_Z) and before the behavior-specific key-value pairs (Damage_Player, Range, Strength, etc.). This convention matches the vanilla asset file layout and has been verified to produce correct loading behavior across all common asset types.
GUID <value>
Type <value>
ID <value>
Size_X <value>
Size_Y <value>
Flag1
Flag2
Flag3
BehaviorField1 <value>
BehaviorField2 <value>The parser's behavior on unknown flags
When the parser encounters a key that is neither a documented key-value pair field nor a documented flag for the current asset type, the parser's behavior depends on the specific parser implementation. In most implementations, unknown keys are silently ignored. In some implementations, unknown keys produce a console warning. In no documented implementation does an unknown key cause the parser to reject the entire .dat file.
The silent-ignore behavior means a misspelled flag key (e.g., TowHanded instead of TwoHanded) does not produce an error message at load time. The weapon loads successfully but without the two-handed behavior enabled. The developer must detect this kind of error by testing the weapon in-game and confirming that the expected behavior is present.
Misspelled flag keys fail silently
A misspelled flag key is treated as an unknown key by the parser and is silently ignored. The flag behavior is disabled, but no error message is produced. The only detection method is to test the item in-game and verify that the expected flag behavior is active. This is one of the most common and hardest-to-detect flag-related errors in mod development.
Diagnostic table: flag-related runtime symptoms
| Symptom | Most likely cause | Resolution |
|---|---|---|
| PRO item is usable by non-PRO players | Pro flag is missing or misspelled | Add Pro on its own line; verify spelling matches exactly |
| Two-handed weapon occupies only one hand slot | TwoHanded flag is missing or misspelled | Add TwoHanded on its own line; verify spelling |
| Repair tool deals damage to barricades instead of repairing | RepairTool flag is missing or misspelled | Add RepairTool on its own line; verify spelling |
| Hat shows player's hair underneath | Hair flag is missing | Add Hair on its own line |
| Mask shows player's beard underneath | Beard flag is missing | Add Beard on its own line |
| Item with ID above 2000 produces parser warning | Bypass_ID_Limit flag is missing | Add Bypass_ID_Limit on its own line |
| Barrel attachment does not suppress sound | Silenced flag is missing | Add Silenced on its own line |
| Barrel attachment cannot be painted | Paintable flag is missing | Add Paintable on its own line |
| Melee flashlight does not emit light | Light flag is missing or misspelled | Add Light on its own line; verify spelling matches exactly |
| Chainsaw-type weapon animation stutters | Repeated flag is missing | Add Repeated on its own line |
Flag compatibility across asset type inheritance
Some asset types inherit flag behavior from a parent type. The inheritance is determined by the engine's asset loading system, not by any explicit inheritance field in the .dat file. The table below documents the observed flag inheritance relationships.
| Parent asset type | Inheriting asset types | Flags inherited |
|---|---|---|
| Item (abstract base) | All item types (Melee, Gun, Magazine, Hat, Glasses, Mask, Shirt, Pants, Vest, Backpack, Barrel, Sight, Grip, Tactical, etc.) | Pro, Bypass_ID_Limit |
| Clothing | Hat, Glasses, Mask, Shirt, Pants, Vest, Backpack | Hair, Beard |
The Pro flag is inherited by every item asset type because it is defined at the abstract item level. Any item in the game can be marked as a Steam economy item by adding the Pro flag. The Bypass_ID_Limit flag is similarly inherited by all item types. The Hair and Beard flags are inherited by all clothing item types (Hat, Glasses, Mask) but not by weapon types, because the engine does not apply hair/beard hiding logic to weapon equip events.
Flag inheritance is implicit
The engine's flag inheritance is determined by the asset loading code, not by any field in the .dat file. A mod developer cannot add a flag inheritance relationship by editing a .dat file. The flags available for a given asset type are fixed by the engine code for that type. New flags added in Unturned game updates apply to the asset types that the update's code defines as inheriting them.
Adding flags to an existing mod's configuration in a later version
When a mod is updated to a new version and a flag is added to an asset's configuration, the addition is backward-compatible in both directions. A player running the new version of the mod with the new flag present receives the new behavior. A player running the old version of the mod (with no flag present) receives the default behavior (flag absent, behavior disabled). The flag's presence-or-absence mechanism ensures that adding a flag does not break existing installations.
Removing a flag in a later version is also straightforward: delete the flag line from the .dat file. The behavior controlled by the flag is disabled. This is the standard mechanism for deprecating a feature that was controlled by a flag without changing the asset's type or ID.
Frequently asked questions
What is a flag in the Unturned .dat format?
A flag is a key that appears on its own line in a .dat file with no associated value. The parser treats the key's presence as a true boolean condition and its absence as a false boolean condition. Flags are one of the fundamental data types of the .dat file format.
How is a flag different from a bool?
A flag has no value , the key's presence alone signals true. A bool requires an explicit true or false value after the key. A flag is written as Pro on its own line; a bool is written as Tracer True.
Why does my flag not work when I write a value after it?
For most asset type schemas, a flag key followed by a value is treated as a key-value pair rather than as a flag. The flag behavior (triggered by the key's presence in the absence of a value) is not enabled. Write the flag key on its own line with no trailing content.
Which flags are available for my asset type?
The flags available for each asset type are listed in the asset-type tables in this article. The Pro and Bypass_ID_Limit flags are available for all item types. The Hair and Beard flags are available for clothing types (Hat, Glasses, Mask). Asset-type-specific flags (TwoHanded, RepairTool, Light, Repeated for Melee; Silenced, Paintable for Barrel) are listed in their respective sections.
Can I create a custom flag for my mod?
The set of flags recognized by the parser is determined by the engine code for each asset type. A custom flag key not recognized by the engine will be silently ignored. Custom behavior beyond the documented flag set requires server-side scripting through the Unturned Dedicated Server API or a plugin framework such as OpenMod.
Can I write multiple flags on one line?
No. Each flag occupies its own line. The parser processes one key per line. Multiple keys on one line (e.g., Pro TwoHanded) would be treated as a single unrecognized key or as a key with a value equal to the second key's name, depending on the parser implementation.
What happens if I omit a flag that should be present?
The flag's behavior is disabled. An item without Pro is not marked as a Steam economy item. A melee weapon without TwoHanded occupies only one hand slot. A barrel without Silenced does not suppress sound. The item loads and functions correctly with the flag's behavior disabled; there is no error or warning.
Does the order of flags in the file matter?
No. The parser records each flag independently. The order of flag keys relative to each other does not affect behavior. The convention of grouping flags together in a block is for readability, not for parser correctness.
Can a flag key be written in lowercase?
The parser is likely case-sensitive for flag keys, as it is for other key types in the .dat format. Always use the exact case shown in the documentation and in the vanilla asset files. Writing pro instead of Pro will likely be treated as an unrecognized key and silently ignored.
Can a flag appear inside a blueprint array?
No. Flags are top-level entries in the .dat file. The blueprint array block (enclosed in square brackets) has its own internal syntax for key-value pairs and does not process top-level flag keys embedded within it. Flags must appear outside all structured blocks.
How do I know if a new game update added flags for an asset type?
Check the official Smartly Dressed Games modding documentation changelog and the Unturned game patch notes. New flags are typically documented alongside the asset type changes that introduce them. The 57 Studios knowledge base is updated to reflect new flags as they are validated in shipped game files.
Best practices
- Write each flag on its own line with no trailing value, no trailing punctuation, and no trailing whitespace
- Group all flag keys in a contiguous block near the top of the
.datfile, after identity and size fields - Verify flag spelling against the documented key name before saving the
.datfile - Add
Bypass_ID_Limitfor every item with an ID above 2000, even if the item loads correctly without it - Test every flag's behavior in single-player before publishing the mod
- Use the exact case shown in the documentation for all flag keys
- Do not add values, punctuation, or comments on the same line as a flag key
- Confirm that every flag used in a
.datfile is documented for the asset type in that file - When copying flag keys from another
.datfile, verify that the flags apply to the target asset type - Scan for misspelled flag keys by comparing each flag line against the documented flag name list
Appendix A: Flag field quick-reference card
The quick-reference card below lists every flag field documented in this article, grouped by asset type. Copy this section into a text file for reference during .dat file authoring.
ALL ITEM TYPES:
Pro , Steam economy (curated) item
Bypass_ID_Limit , Allow ID above 2000
CLOTHING (Hat, Glasses, Mask, Shirt, Pants, Vest, Backpack):
Hair , Hide player's hair model when equipped
Beard , Hide player's beard model when equipped
Ignore_NPOT , Suppress non-power-of-two texture warning
MELEE WEAPONS:
TwoHanded , Occupy both hand slots; two-handed animation set
RepairTool , Repair barricades/structures instead of dealing damage
Light , Emit light when equipped
Repeated , Repeating animation cycle
BARREL ATTACHMENTS:
Silenced , Suppress weapon sound
Paintable , Support cosmetic paint variantsAppendix B: External references
| Resource | URL | Notes |
|---|---|---|
| Smartly Dressed Games modding documentation | https://docs.smartlydressedgames.com/en/stable/ | Official field reference; includes the flag type chapter and the Pro flag example |
| Unturned on Steam | https://store.steampowered.com/app/304930/Unturned/ | Game page; changelog notes may reference new flag additions |
| Melee Asset | /items/melee-asset | Companion article that documents TwoHanded and RepairTool flags in full configuration context |
| Gun Mod Tutorial | /items/gun-mod-tutorial | Companion article that uses flag fields in the gun configuration workflow |
Appendix C: Flag diagnostic flowchart
The flowchart is the recommended triage entry point for flag-related configuration problems. The diagnostic table earlier in this article provides the detailed resolution for each branch.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete flag type reference with parser behavior, all observed flags cross-referenced against shipped game files, worked examples for melee/clothing/barrel assets, inheritance documentation, and diagnostic tables. |
Cross-references
- Bitmask Type Reference , the previous article in this section; covers the bitmask data type that is a companion to the flag type.
- Melee Asset , reference article documenting
TwoHandedandRepairToolflag usage in full configuration context. - Magazine Asset Reference , companion article documenting flag usage in the magazine asset type.
- Smartly Dressed Games modding documentation , official field reference; includes the flag type chapter.
- Unturned on Steam , game and community hub.
