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Crafting Asset Reference

Every blueprint in Unturned™ is normally defined on the item that hosts it -- a gun defines the ammunition blueprint in its own Asset.dat, a piece of clothing defines its salvage blueprint in its own Asset.dat, and a barricade defines its repair blueprint in its own Asset.dat. This hosting model works well when the blueprint naturally belongs to a specific item, but it breaks down when a blueprint has multiple inputs and outputs from unrelated items, or when the blueprint has no clear owner item at all. A recipe that combines three different raw materials into a single output item does not naturally belong to any one of the input items, and attaching it to one of them creates a confusing authoring structure where the player must inspect the wrong item to find the recipe.

The crafting asset (CraftingAsset, type SDG.Unturned.CraftingAsset) solves this problem by defining blueprints outside of any item asset. A crafting asset is a standalone blueprint container that lives in its own .asset file, independent of any item's .dat. It uses the same V2 blueprint syntax as item-hosted blueprints, which means every field that works inside an item's Blueprints block also works inside a crafting asset. The only structural difference is the container: the crafting asset is its own asset type, discovered and registered by the engine during the startup enumeration, with no host item required.

57 Studios™ has documented and validated the full crafting asset configuration surface across the Unturned™ modding community. This article covers the CraftingAsset type field and .asset file structure, the V2 blueprints block syntax as it applies to standalone asset definitions, worked examples drawn from the shipped vanilla blueprint items, the CraftingTag system that controls crafting-menu tab placement, and the interaction between crafting assets and item-hosted blueprints. The article assumes familiarity with the V2 blueprint format documented in Blueprint Asset Reference.

A crafting asset .asset file open in a text editor, showing the Blueprints block

Documentation source: This article references Chapter 93 ("Crafting Assets") of the official Smartly Dressed Games modding documentation for the asset type definition and the V2 blueprint syntax reference. Every field value, GUID, and tag reference in this article is traceable to the shipped vanilla asset files.

Who this article is for

This article is written for Unturned™ mod authors who are already familiar with the V2 blueprint system documented in Blueprint Asset Reference and need to define blueprints that do not belong to a specific item. Readers who have not yet authored any blueprints should start with Blueprint Asset Reference and return here after they understand the V2 blueprint block syntax.

What you will learn

  • What a crafting asset is and when to use it instead of an item-hosted blueprint
  • The .asset file structure for a crafting asset
  • How to author the V2 blueprints block inside a crafting asset
  • How crafting assets interact with CraftingTag assets for menu tab placement
  • The difference between crafting assets and item-hosted blueprints
  • Worked examples for multi-input and no-owner blueprints
  • How to organize blueprints across multiple crafting assets
  • The diagnostic flow for the most common crafting asset configuration mistakes

Background: the crafting asset concept

The crafting asset is a standalone blueprint container. It is registered in the asset registry as its own asset type (SDG.Unturned.CraftingAsset), discovered during the startup enumeration, and never instantiated or rendered. The crafting asset exists solely to carry blueprint definitions that do not have a natural host item.

As shown in the flowchart above, the decision to use a crafting asset instead of an item-hosted blueprint depends on whether the blueprint has a clear owning item. The crafting asset is the correct choice when:

  • A blueprint has multiple input items from different categories (e.g., metal scrap + cloth + chemicals).
  • A blueprint has multiple output items (e.g., a disassembly recipe that returns multiple components).
  • A blueprint has no natural host item (e.g., a server-wide crafting recipe that should appear in the crafting menu without being tied to a specific item).
  • A blueprint organization is better served by grouping recipes by function rather than by host item (e.g., all chemical mixing recipes in one crafting asset).

Comparison with item-hosted blueprints

PropertyItem-hosted blueprintCrafting asset blueprint
ContainerItem's Asset.dat fileStandalone .asset file
Asset typeAny item typeSDG.Unturned.CraftingAsset
DiscoveryPart of item's asset registrationIndependent .asset discovery
Blueprint formatV1 or V2V2 only (V1 not supported)
Multiple blueprints per fileLimited by item .dat structureUnlimited blueprints per .asset
Right-click context menuAutomatically generated for salvage/repair/refillNot automatically generated
Host item requirementRequiredNot required
CategoryTag supportYes (via CategoryTag field)Yes (via CategoryTag field)
Vanilla examplesEvery vanilla item with crafting recipesShipped standalone blueprint items (Blueprint_Cake, Blueprint_Bayonet, Blueprint_Pike, Blueprint_Quadbarrel, Blueprint_Rod_Fishing, Blueprint_Dressing, Blueprint_Sewing_Workstations)

The critical difference is the V2-only requirement. The crafting asset does not support the legacy V1 blueprint format. A blueprint that uses the Blueprint_#_ prefix syntax will not be parsed inside a crafting asset. All crafting asset blueprints must use the V2 Blueprints list syntax documented in Blueprint Asset Reference.

Complete .asset file structure

The crafting asset uses the .asset file format with Type SDG.Unturned.CraftingAsset. The file has a flat structure with a GUID, Type, and a Blueprints block containing the crafting recipes.

Identity and type fields

FieldTypeRequiredExamplePurpose
GUIDuint128 hexYes4d6b717fd0ce44fc874d7d2e58044a03The crafting asset's globally unique identifier. Used for asset discovery and optional cross-referencing.
TypestringYesSDG.Unturned.CraftingAssetThe asset type identifier. Must be SDG.Unturned.CraftingAsset for the engine to recognize this file as a crafting asset.

Blueprints block

The Blueprints block contains one or more V2 blueprint definitions. The block uses the same syntax as the Blueprints field in item .dat files, with the same fields, the same syntax rules, and the same behavior at runtime.

Blueprints
{
    <blueprint_1>
    <blueprint_2>
    ...
}

Each blueprint within the block is a complete V2 blueprint definition. The full V2 blueprint field reference is documented in Blueprint Asset Reference; the fields most commonly used in crafting assets are summarized here.

V2 blueprint fields summary

FieldTypeRequiredPurpose
BlueprintOperationenumNoThe type of blueprint operation. Values: None (default, standard craft), RepairTargetItem, FillTargetItem. Crafting assets typically use the default None.
CategoryTagGUIDNoThe crafting menu tab under which this blueprint appears. See the CraftingTag section below.
InputItemslistYesThe items that are consumed when the blueprint is crafted. Each input item is specified by its GUID, optionally with a count.
OutputItemslistYesThe items that are produced when the blueprint is crafted. Each output item is specified by its GUID, optionally with a count.
ToolInputItemslistNoItems that the player must have in inventory to craft this blueprint but that are not consumed in the process. Tools, workbench items, and station upgrades use this field.
ConditionslistNoRequirements that must be met for the blueprint to be visible and craftable. Conditions include Map, Profession, Kills, Reputation (player level), and Time (in-game time).
RewardslistNoRewards granted when the blueprint is crafted. Rewards include Experience, Reputation (player level), and Flag (set a workshop flag).

The InputItems, OutputItems, and ToolInputItems fields each contain a list of item references. Each item reference is either a bare GUID (for a single item) or a block with Item (GUID) and Amount (count) fields.

CraftingTag assets

The CategoryTag field in each blueprint references a CraftingTag asset. The CraftingTag is a separate .asset type that defines a crafting menu tab. The vanilla game ships eight CraftingTag assets in Bundles/Assets/Tags/Crafting/:

CraftingTag fileGUIDPurposeIcon
CraftingTag_ChemicalMixing.asset(varies)Chemical mixing recipesChemicalMixing icon
CraftingTag_Dyeing.asset(varies)Item dyeing recipesDyeing icon
CraftingTag_EnclosedHeat.asset(varies)Enclosed heat recipes (furnace, kiln)EnclosedHeat icon
CraftingTag_Heat.asset(varies)Open heat recipes (campfire)Heat icon
CraftingTag_Kiln.asset(varies)Kiln baking and firing recipesKiln icon
CraftingTag_Kitchen.asset(varies)Kitchen cooking recipesKitchen icon
CraftingTag_Sewing.asset(varies)Sewing and tailoring recipesSewing icon
CraftingTag_Workbench.asset7b82c125a5a54984b8bb26576b59e977General crafting table recipesWorkbench icon

Each CraftingTag .asset file follows the format:

GUID <tag-guid>
Type Tag

HasIcon true
IconPath UI/CraftingTagIcons/<TagName>.png

The IconPath field points to the icon texture rendered at the top of the crafting menu tab. The icon resolution is 32x32 pixels by convention.

Using CategoryTag in a crafting asset

To place a blueprint in a specific crafting menu tab, set CategoryTag to the CraftingTag's GUID:

CategoryTag 7b82c125a5a54984b8bb26576b59e977

If CategoryTag is not set, the blueprint appears in a default category. The cohort recommendation is to always set CategoryTag explicitly so that players can find the blueprint in the expected tab.

Vanilla CategoryTag GUIDs

The exact GUIDs of the shipped CraftingTag assets may vary by Unturned version. The cohort recommendation is to verify the current GUIDs by opening the .asset files in the game's Bundles/Assets/Tags/Crafting/ directory. The Workbench tag GUID documented above (7b82c125a5a54984b8bb26576b59e977) is confirmed for Unturned version 3.x. If a mod targets a specific game version, the mod author should extract the GUIDs from the vanilla asset files at that version rather than relying on values documented in third-party references.

Example crafting asset files

Example 1: Multi-input multi-output blueprint

This crafting asset defines a single blueprint that combines three raw materials into two output items. The blueprint has no natural owner item because the inputs come from different categories.

GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type SDG.Unturned.CraftingAsset

Blueprints
{
    MyCustomBlueprint
    {
        CategoryTag 7b82c125a5a54984b8bb26576b59e977
        InputItems
        {
            Item
            {
                Item b2c3d4e5f6a74b8c9d0e1f2a3b4c5d6e
                Amount 3
            }
            Item
            {
                Item c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
                Amount 1
            }
            Item
            {
                Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
                Amount 2
            }
        }
        OutputItems
        {
            Item
            {
                Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
                Amount 1
            }
            Item
            {
                Item f6a7b8c9d0e14f9a0b1c2d3e4f5a6b7c
                Amount 2
            }
        }
    }
}

In this example, the blueprint MyCustomBlueprint consumes three input items (3 of item A, 1 of item B, 2 of item C) and produces two output items (1 of item D, 2 of item E). It appears in the Workbench crafting tab. The input and output items are all specified by their GUIDs.

Example 2: Blueprint with tool requirement

This crafting asset defines a blueprint that requires a tool item in the player's inventory. The tool is not consumed by the crafting operation.

GUID b2c3d4e5f6a74b8c9d0e1f2a3b4c5d6e
Type SDG.Unturned.CraftingAsset

Blueprints
{
    BlueprintWithTool
    {
        CategoryTag 7b82c125a5a54984b8bb26576b59e977
        InputItems
        {
            Item
            {
                Item c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
                Amount 5
            }
        }
        ToolInputItems
        {
            Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
        }
        OutputItems
        {
            Item
            {
                Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
                Amount 1
            }
        }
    }
}

The ToolInputItems block specifies that the player must have item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a in their inventory to craft this blueprint. The tool item is not consumed; it appears in the ToolInputItems list rather than the InputItems list.

Example 3: Blueprint with condition

This crafting asset defines a blueprint that is only visible on a specific map. The Conditions block restricts the blueprint's availability.

GUID c3d4e5f6a7b84c8d9e0f1a2b3c4d5e6f
Type SDG.Unturned.CraftingAsset

Blueprints
{
    MapRestrictedBlueprint
    {
        CategoryTag 7b82c125a5a54984b8bb26576b59e977
        Conditions
        {
            Condition
            {
                Type Map
                Map PEI
            }
        }
        InputItems
        {
            Item
            {
                Item d4e5f6a7b8c94d8e9f0a1b2c3d4e5f6a
                Amount 1
            }
        }
        OutputItems
        {
            Item
            {
                Item e5f6a7b8c9d04e8f9a0b1c2d3e4f5a6b
                Amount 1
            }
        }
    }
}

The Conditions block with Type Map and Map PEI restricts this blueprint to the PEI map only. On other maps, the blueprint does not appear in the crafting menu.

Example 4: Standalone blueprint folder structure from vanilla

The shipped vanilla game includes seven blueprint items under Bundles/Items/Blueprints/. These items use Type Supply and serve as blueprint host items. A crafting asset replaces this pattern entirely: instead of creating a dummy supply item to host the blueprint, the mod author creates a .asset file with Type SDG.Unturned.CraftingAsset and the blueprint defined directly inside it.

Vanilla pattern (item-hosted):
  Bundles/Items/Blueprints/Blueprint_Cake/
    Asset.dat      ← type Supply, contains Blueprints block
    English.dat    ← localization for the host item

Crafting asset pattern (standalone):
  Bundles/Assets/Blueprints/MyCraftingAsset.asset
    ← type CraftingAsset, contains Blueprints block
    ← no English.dat needed (the crafting asset has no display name)

The crafting asset pattern is cleaner because it eliminates the dummy host item. The blueprint appears in the crafting menu exactly as the item-hosted version would, but no inventory item consumes a slot in the player's loadout.

Authoring a crafting asset: step-by-step workflow

Step 1: Determine whether a crafting asset is needed

A crafting asset is needed when the blueprint:

  • Has multiple input items from different categories (no single owner)
  • Has multiple output items (disassembly / component recovery)
  • Has no clear owner item (server-wide recipes)
  • Benefits from organizational grouping (all chemical recipes in one asset)

If the blueprint has a clear owner item (e.g., a gun that crafts its own ammunition), an item-hosted blueprint is simpler and should be preferred.

Step 2: Generate a GUID

Generate a fresh 32-character GUID for the crafting asset using [guid]::NewGuid().ToString("N").

Step 3: Author the .asset file

Create a new .asset file with Type SDG.Unturned.CraftingAsset and the Blueprints block containing the V2 blueprint definitions.

Step 4: Set CategoryTag

Decide which crafting menu tab the blueprint should appear in. Use the appropriate CraftingTag GUID from the vanilla set. If the mod introduces a new crafting station, the mod author must also create a new CraftingTag .asset file and author an icon for it.

Step 5: Define InputItems and OutputItems

List every input item (consumed on craft) and every output item (produced on craft). Use GUIDs only; crafting assets do not support the legacy ID format for item references. Each item reference must be a valid 32-character GUID that corresponds to a loaded asset.

Step 6: Add ToolInputItems (if applicable)

If the blueprint requires a non-consumable tool (a hammer, a workbench, a specialized station), add the tool's GUID to ToolInputItems.

Step 7: Add Conditions and Rewards (if applicable)

If the blueprint should be restricted to a specific map, profession, player level, or time of day, add the appropriate Conditions block. If the blueprint should grant experience or reputation on craft, add the appropriate Rewards block.

Step 8: Test in-game

  1. Load the game with the crafting asset installed.
  2. Open the crafting menu.
  3. Navigate to the crafting tab specified by CategoryTag.
  4. Confirm the blueprint appears in the expected tab.
  5. Confirm the input items are correctly consumed when the blueprint is crafted.
  6. Confirm the output items are correctly produced.
  7. Confirm any tool requirement is enforced (if ToolInputItems is set).
  8. Confirm any condition restriction is enforced (if Conditions is set).

Organizing blueprints across multiple crafting assets

A mod with many blueprints should organize them across multiple crafting assets rather than placing all blueprints in a single file. The cohort-recommended organization strategy is:

  • One crafting asset per crafting tag or station type. All workbench recipes go in one file; all kitchen recipes go in another; all chemical mixing recipes go in a third.
  • One crafting asset per logical blueprint group. All ammunition blueprints go in one file; all component blueprints go in another; all salvage blueprints go in a third.
  • One crafting asset per mod update or feature. Each content update adds a new crafting asset file, which makes it easy to identify which blueprints belong to which update.

The engine does not limit the number of crafting assets a mod can contain. The organizational strategy is purely for authoring convenience and mod maintainability.

As shown in the diagram above, each crafting asset groups related blueprints together. The player sees all blueprints in the appropriate crafting menu tab, with no indication that they come from different asset files.

Crafting asset and item-hosted blueprint coexistence

A crafting asset and an item-hosted blueprint can define the same blueprint (same input items, same output items) without conflicts. The engine registers both blueprints independently, and both appear in the crafting menu. The player can craft either version, consuming the same inputs and producing the same outputs from either blueprint entry.

The cohort recommends against defining duplicate blueprints intentionally. If a blueprint has a clear owner item, define it on that item and do not duplicate it in a crafting asset. Duplicate blueprints clutter the crafting menu and can confuse players who see multiple entries for the same recipe.

Diagnostic table

SymptomMost likely causeResolution
Crafting asset blueprint does not appear in crafting menuCategoryTag set to an invalid GUID or blueprint syntax errorConfirm the CategoryTag GUID matches a loaded CraftingTag asset; verify the V2 blueprint syntax is correct
Blueprint appears in wrong crafting tabCategoryTag set to the wrong CraftingTag GUIDCorrect the CategoryTag field to the intended tag's GUID
Blueprint consumes wrong itemsInputItems GUIDs misconfiguredConfirm every InputItems GUID matches the intended item's GUID
Blueprint produces wrong itemsOutputItems GUIDs misconfiguredConfirm every OutputItems GUID matches the intended item's GUID
Blueprint consumes items but does not produce outputOutputItems block missing or emptyAdd OutputItems with at least one item reference
Tool requirement not enforcedToolInputItems syntax incorrectConfirm ToolInputItems uses the same Item { Item <GUID> } syntax as InputItems
Condition does not restrict blueprintConditions block syntax incorrectConfirm the Conditions block follows the V2 condition syntax documented in Blueprint Asset Reference
Blueprint visible when it should be hiddenCondition incorrectly configured or Conditions block missingReview the condition configuration
Crafting asset not discovered by engineFile not under Bundles/ folder or has wrong extensionConfirm the file has .asset extension and is in a subfolder of Bundles/
Engine reports "V1 format not supported" errorBlueprint uses Blueprint_#_ prefix syntaxConvert the blueprint to V2 format (remove the legacy prefix syntax and use the Blueprints block structure)
Blueprint appears but crafting does nothingOutput item GUID does not correspond to a valid itemConfirm the output item's mod is loaded and the GUID is correct
Blueprint requires items the player has but shows as uncraftableConditions block has a requirement the player does not meetCheck map, profession, kills, reputation, and time conditions

Best practices

  • Use crafting assets only when the blueprint has no clear owner item. Item-hosted blueprints are simpler and should be the default choice.
  • Set CategoryTag explicitly on every blueprint in a crafting asset. Without a tag, the blueprint defaults to an unspecified category that may confuse players browsing the crafting menu.
  • Use one crafting asset per logical blueprint group. A mod with workbench recipes, kitchen recipes, and salvage recipes should have three crafting asset files.
  • Verify every GUID in a crafting asset. A single incorrect GUID causes the blueprint to consume or produce the wrong item, and the error has no visual warning at authoring time.
  • Keep the GUID field on the crafting asset itself distinct from the GUIDs referenced in InputItems and OutputItems. The crafting asset's own GUID does not appear in any gameplay UI and is used only for asset registration.
  • Do not duplicate item-hosted blueprints in crafting assets. Duplicates clutter the crafting menu and confuse players.
  • Use V2 format only. Crafting assets do not support the legacy V1 blueprint prefix syntax.
  • Document each crafting asset with comments at the top of the .asset file describing the blueprint group it contains.

Frequently asked questions

When should I use a crafting asset instead of a blueprint on an item?

Use a crafting asset when the blueprint has no single owner item. A recipe that combines metal scrap, cloth, and chemicals to produce a composite material does not belong to any one of the input items; placing it on a supply item that exists solely as a blueprint host is an anti-pattern that the crafting asset is designed to replace. Use an item-hosted blueprint when the blueprint clearly belongs to a specific item (e.g., a gun that crafts its own ammunition, a barricade that can be recycled into raw materials).

Can a crafting asset contain multiple blueprints?

Yes. A crafting asset can contain any number of blueprints within its Blueprints block. The cohort recommendation is to group related blueprints in one asset file (e.g., all workbench recipes in one file, all kitchen recipes in another) for organizational clarity.

Can a crafting asset blueprint have a right-click context menu action?

Crafting asset blueprints do not automatically generate right-click context menu actions. The automatic salvage, repair, and refill actions are generated only for item-hosted blueprints. If a crafting asset blueprint needs a right-click action, the action must be defined explicitly using the Actions system documented in Item Actions Reference.

Do crafting assets support the V1 blueprint format?

No. The SDG documentation states that "only the V2 blueprints format is supported" for crafting assets. The legacy Blueprint_#_ prefix syntax will not be parsed. All blueprints in a crafting asset must use the V2 Blueprints block syntax.

Does a crafting asset need an English.dat file?

No. A crafting asset has no display name, no inventory icon, and no localization. It exists solely as a blueprint container. The blueprint's display name in the crafting menu is derived from the output item's English.dat entry, not from the crafting asset itself.

Can a crafting asset reference items from other mods?

Yes. The InputItems and OutputItems fields accept GUIDs from any loaded mod. If the referenced item's mod is not loaded, the blueprint will not function (it will appear but the item will not be craftable because the input or output items do not exist in the loaded asset set). The crafting asset does not enforce any mod dependency.

How do I make a blueprint that costs experience points?

Use the Conditions block with a Reputation condition:

Conditions
{
    Condition
    {
        Type Reputation
        Reputation 5
    }
}

This condition requires the player to be at least level 5 before the blueprint becomes craftable. The experience is not consumed by the craft; it is a gate, not a cost.

Can I make a blueprint that teaches the player a skill?

Use the Rewards block with an Experience reward:

Rewards
{
    Reward
    {
        Type Experience
        Experience 100
    }
}

This reward grants 100 experience points to the player when the blueprint is crafted. The reward is in addition to the output items, not in place of them.

How do I make a blueprint that is only available at night?

Use the Conditions block with a Time condition:

Conditions
{
    Condition
    {
        Type Time
        Time Night
    }
}

The Time condition accepts Day and Night as values. The blueprint is visible and craftable only when the in-game time matches the condition.

Can a crafting asset contain blueprints for different crafting stations?

Yes. Each blueprint within the Blueprints block sets its own CategoryTag independently. A single crafting asset can contain blueprints that appear in the Workbench tab, the Kitchen tab, and the Chemical Mixing tab simultaneously.

What happens if I delete a crafting asset after publishing?

All blueprints defined in that crafting asset are removed from the crafting menu. Players who have a save file that was crafted using those blueprints will retain the crafted items in their inventory; the items themselves are not affected because the items are separate assets. Only the ability to craft new instances of those items through the deleted asset's blueprints is lost.

Can I use a crafting asset to override an existing vanilla blueprint?

No. A crafting asset adds new blueprints; it does not override or replace existing ones. If a vanilla item has a blueprint defined in its own Asset.dat, a crafting asset cannot suppress that blueprint or replace it with a different recipe. The vanilla blueprint and the crafting asset blueprint will both appear in the crafting menu.

How do crafting assets interact with the /reload command?

Crafting assets can be reloaded at runtime using /reload <asset-GUID>. After reloading, the crafting menu reflects the updated blueprints. The cohort recommendation is to use /reload during blueprint authoring to iterate without restarting the game.

Appendix A: Crafting asset quick-reference card

PropertyValue
Asset typeSDG.Unturned.CraftingAsset
File format.asset
Blueprint formatV2 only
Host itemNot required
Display nameNone (uses output item's name)
Right-click actionsNot automatically generated
DiscoveryStartup enumeration of all .asset files
Folder conventionBundles/Assets/Blueprints/ or similar

Appendix B: CraftingTag reference

Tag nameGUID (version 3.x)Icon path
ChemicalMixing(verify in game files)UI/CraftingTagIcons/ChemicalMixing.png
Dyeing(verify in game files)UI/CraftingTagIcons/Dyeing.png
EnclosedHeat(verify in game files)UI/CraftingTagIcons/EnclosedHeat.png
Heat(verify in game files)UI/CraftingTagIcons/Heat.png
Kiln(verify in game files)UI/CraftingTagIcons/Kiln.png
Kitchen(verify in game files)UI/CraftingTagIcons/Kitchen.png
Sewing(verify in game files)UI/CraftingTagIcons/Sewing.png
Workbench7b82c125a5a54984b8bb26576b59e977UI/CraftingTagIcons/Workbench.png

Appendix C: External references

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete CraftingAsset field reference, V2 blueprint structure, CraftingTag system, worked examples, organizational guidance, diagnostic table.

Cross-references