Food, Water, and Medical Items
Consumable items are among the most frequently authored item types in the 57 Studios™ modding cohort. Every survival scenario — from a custom map's opening loot table to a server's economy — depends on consumables that are correctly configured and sensibly balanced. An improperly authored food item that restores 100% hunger in one use is not a survival mod; it is a vending machine. An incorrectly wired medical item that claims to stop bleeding but does not is a guarantee of player frustration and server-owner support tickets.
This article is the cohort's canonical reference for the four consumable asset types in Unturned™: Food, Water, Medical, and Drug. It covers every .dat field in each category, explains the status-effect mechanics that the fields drive, documents the cooking and water-purification systems, walks through bleeding, bones, and infection mechanics in detail, and provides pro-variant patterns for modders authoring premium consumables.

Prerequisites
- Familiarity with the Unturned™ item
.datformat. See Project Folder Structure and GUIDs. - Notepad++ or an equivalent plain-text editor. See How to Install Notepad++.
- A local Unturned™ install for in-game testing.
- Approximately 1–3 hours of authoring time per consumable item.
What you will learn
- How the four consumable asset types (Food, Water, Medical, Drug) differ structurally.
- Every
.datfield available per type, including purpose, type, and cohort-recommended default. - How status-effect triggers (bleeding, broken bones, infection, vitamins) work at the runtime level.
- How to configure a cookable food item and a purifiable water source.
- How to balance consumable values against vanilla references.
- How to author pro-variant items with stacked beneficial effects.
- How to test every consumable field in single-player and diagnose the most common authoring errors.
How Unturned's consumable system works
Unturned™ consumables are driven by the ItemConsumeableAsset base class. When a player uses a consumable, the runtime reads the item's .dat fields and applies delta values to the player's survival stats. The delta system is additive: if a player's hunger is at 60% and the food item's Food_Delta is 40, the player's hunger becomes 100% (capped).
The sequence above applies regardless of item type. The difference between Food, Water, Medical, and Drug is which subset of fields the runtime reads and which status effects are eligible to trigger.
Understanding delta signs
Positive delta values restore the corresponding stat. Negative delta values deplete it. A food item with Food_Delta -20 will make the player hungrier, not less hungry. This is intentional for poisoned food variants. Confirm the sign on every delta field before testing.
Asset type: Food
Food items represent any consumable that primarily addresses player hunger. The runtime asset class is ItemConsumeableAsset with Type Food.
Food .dat identity fields
| Field | Type | Example | Purpose |
|---|---|---|---|
ID | uint16 | 4001 | Unique item ID. Must not collide with vanilla or other mod IDs. |
GUID | uint128 | a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6 | 128-bit globally unique identifier. |
Type | enum | Food | The item category. Must be exactly Food. |
Name | string | MyBerries | The internal name. |
Rarity | enum | Common | Common, Uncommon, Rare, Epic, Legendary, Mythical. |
Size_X / Size_Y | uint8 | 1 / 1 | Inventory grid footprint. Most food items are 1×1. |
Slot | enum | Any | Inventory slot. Food uses Any. |
Food .dat consumable fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Food_Delta | float | −100 to 100 | 25 | Hunger restored (positive) or added (negative). |
Water_Delta | float | −100 to 100 | 0 | Thirst restored as a secondary effect. Used for watery foods (watermelon, soup). |
Vitamins | float | 0 to 100 | 5 | Vitamins stat restored. Contributes to the player's immune system via the sickness mechanic. |
Experience | uint32 | 0+ | 0 | Experience points awarded when the item is consumed. Useful for RPG server economies. |
Disinfectant | flag | present/absent | absent | When present, the food item also disinfects the player (removes infection progress). |
Negative Food_Delta
Setting Food_Delta to a negative value creates food that makes the player hungrier when eaten. This is the correct pattern for modding rotten or poisoned food items. It is a deliberate design tool, not a sign of an authoring error. Use a negative value with intention.
Food .dat model fields
| Field | Type | Example | Purpose |
|---|---|---|---|
Useable | enum | Consume | Must be Consume for any item the player eats or drinks. |
Use_Audio | string | Use_Food | Audio category to play on use. See audio field reference below. |
Example Food.dat
ID 4001
GUID a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6
Type Food
Name MyBerries
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Food_Delta 20
Water_Delta 5
Vitamins 3
Experience 0Vitamins and the sickness mechanic
The Vitamins field does not heal the player directly. It restores the Vitamins stat, which the runtime uses to slow the accumulation of the Sickness status effect. A food item with high Vitamins will help a player resist infection over time. It does not cure an active infection; that requires a Medical item with the Vaccinated flag.
Asset type: Water
Water items restore the player's thirst stat. The runtime class is the same ItemConsumeableAsset; only the primary field and the purification mechanic differ.
Water .dat consumable fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Water_Delta | float | −100 to 100 | 50 | Thirst restored (positive) or added (negative). |
Food_Delta | float | −100 to 100 | 0 | Optional hunger restoration. Used for thick liquids like protein shakes. |
Vitamins | float | 0 to 100 | 0 | Vitamins restored as a secondary effect. |
Disinfectant | flag | present/absent | absent | When present, also disinfects the player. |
Water purification system
Raw water sources in Unturned™ (rivers, ponds, rain collectors) are represented by Water items with Is_Salty false or by dedicated Lake asset entries. A raw water item can be purified into a safe water item using one of two methods:
- Purification tablets — applying a Purification Tablets item to a water container promotes the
Unsanitary_Wateritem to aClean_Wateritem. The purified version is a separate item ID defined in the.datasPurified_Item. - Cooking — see the cooking system section below.
Authoring purifiable water
To make a custom water container purifiable, add Purified_Item <purifiedItemID> to the raw water's .dat. The purified version is a separate item you also author, with a higher Water_Delta and without any infection risk.
Example Water.dat (raw)
ID 4010
GUID b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7
Type Water
Name MyCanteenUnsafe
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Water_Delta 40
Food_Delta 0
Vitamins 0
Purified_Item 4011Example Water.dat (purified)
ID 4011
GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8
Type Water
Name MyCanteenSafe
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Water_Delta 50
Food_Delta 0
Vitamins 5Asset type: Medical
Medical items are the most configuration-dense consumable type. They can restore health, halt bleeding, mend broken bones, disinfect wounds, and vaccinate the player against further infection — all from a single item, or any combination of those effects.
Medical .dat consumable fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Health_Delta | float | −100 to 100 | 0 | Health restored (positive) or removed (negative). |
Food_Delta | float | −100 to 100 | 0 | Hunger restoration as a secondary effect (e.g., energy drink). |
Water_Delta | float | −100 to 100 | 0 | Thirst restoration as a secondary effect. |
Vitamins | float | 0 to 100 | 0 | Vitamins restored. |
Bleeding | flag | present/absent | absent | When present, stops active bleeding immediately on use. |
Bones | flag | present/absent | absent | When present, repairs broken bones immediately on use. |
Disinfectant | flag | present/absent | absent | When present, removes active infection progress. |
Vaccinated | flag | present/absent | absent | When present, grants temporary immunity to future infection. |
Experience | uint32 | 0+ | 0 | Experience points awarded on use. |
Health_Delta sign
A positive Health_Delta heals the player. A negative Health_Delta damages the player. This is the correct field for authoring items that cause harm (poisoned syringes, corrupted stims). Confirm the sign. An unintentional negative Health_Delta on a healing item is a critical authoring error that will produce player-killing "health kits."
Status-effect flags in detail
Each flag is a line in the .dat with no value — the flag's presence enables the effect, its absence disables it. A line reading Bleeding in the .dat means the item stops bleeding when used. A .dat without a Bleeding line means the item has no effect on bleeding.
Bleeding mechanic
A player accumulates bleeding when struck by projectiles, melee weapons, or barbed wire. Active bleeding depletes health at a continuous rate until stopped. A medical item with the Bleeding flag removes active bleeding when consumed. The flag does not prevent future bleeding; it only clears the current status.
Bandage vs. tourniquet pattern
The cohort's recommended pattern for a first-aid kit mod with multiple wound states is:
- Bandage item:
Bleedingflag only. Stops bleeding; does not heal. - Disinfectant wipe item:
Disinfectantflag only. Clears infection; does not heal. - Painkillers item:
Health_Delta 15. Heals a moderate amount; does not stop bleeding. - First Aid Kit item:
Health_Delta 35,Bleedingflag,Disinfectantflag. Comprehensive recovery tool.
This pattern gives players meaningful choices and keeps individual items at a balanced cost.
Broken bones mechanic
Broken bones occur when a player takes fall damage above a threshold or is struck by a vehicle. A player with broken bones moves at reduced speed and cannot sprint. A medical item with the Bones flag repairs broken bones immediately on use. Without the Bones flag, the item has no effect on bone status regardless of its Health_Delta value.
Bones flag does not heal health
The Bones flag repairs the broken-bones status effect, but it does not restore any health lost during the injury. A player who took 30 damage falling and broke their legs needs both a Bones-flagged item and a Health_Delta item (or a combined item with both).
Infection and Vaccinated mechanic
Infection in Unturned™ progresses through the Vitamins/Sickness system. A player with low Vitamins accumulates Sickness. A player whose Sickness reaches maximum receives increasing health drain. The Disinfectant flag removes current Sickness progress. The Vaccinated flag grants temporary immunity to Sickness accumulation.
The Vaccinated flag works as a timer. While the immunity is active, the player's Sickness stat does not increase regardless of Vitamins level. The duration of the immunity is defined by the server configuration, not the item .dat.
Example Medical.dat (bandage)
ID 4020
GUID d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9
Type Medical
Name MyBandage
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Bleeding
Health_Delta 0Example Medical.dat (first aid kit)
ID 4021
GUID e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0
Type Medical
Name MyFirstAidKit
Rarity Uncommon
Slot Any
Size_X 2
Size_Y 1
Useable Consume
Health_Delta 35
Bleeding
Bones
Disinfectant
Vitamins 15
Experience 10Example Medical.dat (vaccine)
ID 4022
GUID f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1
Type Medical
Name MyVaccine
Rarity Rare
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Vaccinated
Disinfectant
Vitamins 30Medical timing window
The runtime applies all flags from a single medical item simultaneously. A first aid kit that stops bleeding, repairs bones, and heals health applies all three effects in the same use tick. There is no sequencing delay between effects.
Asset type: Drug
Drug items share the consumable framework with Food, Water, and Medical but add a hallucination or vision-distortion effect to the player. They are most commonly used for RP-server mechanics (drug economy, intoxication roleplay) and for map scripting (proximity-triggered vision effects).
Drug .dat consumable fields
| Field | Type | Range | Purpose |
|---|---|---|---|
Food_Delta | float | −100 to 100 | Hunger change on use. |
Water_Delta | float | −100 to 100 | Thirst change on use. |
Health_Delta | float | −100 to 100 | Health change on use. |
Vitamins | float | 0 to 100 | Vitamins change on use. |
Bleeding | flag | present/absent | Stops bleeding if present. |
Hallucination | float | 0+ | Duration in seconds of the hallucination vision effect. |
Drug items for RP servers
Drug items are frequently used in Unturned™ RP servers to create economy items with game-mechanical effects. A cannabis item with Hallucination 30 and Food_Delta 10 produces a 30-second vision distortion and a moderate hunger restoration. The cohort recommendation for RP server drug economies is to assign distinct IDs in a reserved block (e.g., 41000–41099) to keep drug items grouped and easy to manage in server configs.
The cooking system
Unturned™ provides a cooking system that allows raw food items to be converted to cooked food items at a campfire, oven, or other heat source. To author a cookable food item, you author two separate items: the raw version and the cooked version. The raw item's .dat references the cooked item by ID.
Cooking .dat fields
| Field | Type | Purpose |
|---|---|---|
Cooked_Item | uint16 | The item ID of the cooked result. Points to the cooked variant's ID. |
Cooked_Temperature | enum | The heat source temperature required. Valid values: Warm, Hot, Inferno. |
Charred_Item | uint16 | Optional. The item ID of the overcooked/charred result if the item is left in heat too long. |
Cooking workflow
Cooking item IDs must be distinct
The raw item, cooked item, and charred item are three separate .dat files with three separate IDs and three separate GUIDs. They are linked at runtime via the Cooked_Item and Charred_Item fields, not via shared data. Reusing the same ID for two cooking states will cause a runtime collision.
Example cooking pair
Raw meat (4030)
ID 4030
GUID a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2
Type Food
Name MyRawMeat
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Food_Delta 10
Water_Delta -5
Vitamins 0
Cooked_Item 4031
Cooked_Temperature Hot
Charred_Item 4032Cooked meat (4031)
ID 4031
GUID b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3
Type Food
Name MyMeat
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Food_Delta 40
Water_Delta -10
Vitamins 8Charred meat (4032)
ID 4032
GUID c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3f4
Type Food
Name MyCharredMeat
Rarity Common
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Food_Delta 15
Water_Delta -15
Vitamins 0Raw food negative effects
The cohort pattern for raw food items is to give them a low positive Food_Delta with a negative Water_Delta and zero Vitamins. Eating raw food should provide minimal nutrition with a hydration cost, incentivizing cooking. Cooked versions receive the full Food_Delta and Vitamins benefit.
Water purification system (detailed)
The water purification system is a subset of the cooking system. A water container item marked as purifiable is converted to its purified version when Purification Tablets are applied, or when the container is placed on a heat source (campfire boiling).
Purification .dat fields
| Field | Type | Purpose |
|---|---|---|
Purified_Item | uint16 | The item ID of the purified (clean) version. |
Heat-purification configuration
A water item that can be boiled clean uses the same Cooked_Item and Cooked_Temperature fields as food. The result item is the purified water item. The cohort pattern is:
| Item | ID | Water_Delta | Note |
|---|---|---|---|
| Unsanitary water | 4040 | 40 | High thirst restoration but carries infection risk. |
| Purified water | 4041 | 50 | Full thirst restoration, no infection risk. |
Purification Tablets pattern
The cohort recommendation is to author unsanitary water items with a Purified_Item field and a moderate infection risk (low Vitamins, no Disinfectant). The purification pathway (tablets or boiling) is the player's reward for investment. Skipping purification should have a meaningful downside — typically Vitamins drain leading to Sickness accumulation.
Balance reference: vanilla consumables
When authoring custom consumables, the cohort recommendation is to reference vanilla item values as a baseline. The table below provides the cohort's extracted balance anchors from vanilla Unturned™.
| Item | Type | Food_Delta | Water_Delta | Health_Delta | Vitamins | Special |
|---|---|---|---|---|---|---|
| Granola Bar | Food | 25 | 0 | 0 | 5 | — |
| Military MRE | Food | 50 | 10 | 0 | 15 | — |
| Canned Beans | Food | 35 | −5 | 0 | 8 | Cooked version +15 food |
| Cooked Steak | Food | 60 | −15 | 0 | 20 | Cooked from raw steak |
| Bottled Water | Water | 0 | 50 | 0 | 0 | — |
| Tainted Water | Water | 0 | 40 | 0 | −10 | Infection risk |
| Purified Water | Water | 0 | 55 | 0 | 5 | — |
| Bandage | Medical | 0 | 0 | 0 | 0 | Bleeding |
| Painkillers | Medical | 0 | 0 | 15 | 10 | — |
| Medkit | Medical | 0 | 0 | 75 | 30 | Bleeding, Bones, Disinfectant |
| Vaccine | Medical | 0 | 0 | 0 | 50 | Vaccinated, Disinfectant |
| Dressing | Medical | 0 | 0 | 5 | 0 | Bleeding, Disinfectant |
Cohort extracted, not datamined
The balance values in the table above are the cohort's field-validated observations from in-game testing with vanilla items. They are not extracted from vanilla .dat files directly. Small discrepancies may exist between these values and the exact vanilla values. Confirm against the official Smartly Dressed Games documentation at docs.smartlydressedgames.com for precision balance work.
Pro-variant patterns
A pro-variant consumable is an item with stacked beneficial effects that exceeds the single-effect scope of a base item. Pro variants are the cohort's term for premium consumables authored for server economies where progression-gated items need to feel significantly more powerful than base items.
Pro-variant design principles
- Stack multiple positive effects — a pro food item might have both
Food_DeltaandWater_Deltaalong with highVitamins. - Use Rarity to communicate value — pro items should be Rare or higher. Players recognize Rarity color coding as a value signal.
- Use
Experienceto support XP economies — server operators running XP systems benefit from consumables that award experience on use. - Gate by loot table — pro items should appear only in high-tier loot contexts (military crates, airdrop rewards) to preserve economy balance.
Example pro-variant: Military Combat Stim
ID 4050
GUID d0e1f2a3b4c5d6e7f8a9b0c1d2e3f4a5
Type Medical
Name MilitaryCombatStim
Rarity Epic
Slot Any
Size_X 1
Size_Y 1
Useable Consume
Health_Delta 50
Bleeding
Bones
Vitamins 25
Experience 25Example pro-variant: Field Ration Pack
ID 4051
GUID e1f2a3b4c5d6e7f8a9b0c1d2e3f4a5b6
Type Food
Name FieldRationPack
Rarity Rare
Slot Any
Size_X 2
Size_Y 1
Useable Consume
Food_Delta 80
Water_Delta 20
Vitamins 30
Experience 15Pro-variant balancing
The cohort recommendation for pro-variant balance is to ensure that the sum of all positive effects does not exceed what a player could achieve by using three to four base items. A Field Ration Pack that provides 80 food, 20 water, and 30 vitamins is roughly equivalent to three granola bars, a bottled water, and a vitamin supplement. The pro item's value is convenience and inventory space efficiency, not raw superiority.
Audio field reference
| Value | Behavior |
|---|---|
Use_Food | Short eating audio cue. Used for solid foods. |
Use_Water | Drinking/swallowing audio cue. Used for liquids. |
Use_Medical | Medical application audio. Used for bandages, syringes. |
Use_Pill | Swallowing tablet audio. Used for pills, vitamins, vaccines. |
Custom audio
Custom audio for consumables is packaged in the master bundle and referenced by string name in the Use_Audio field. The audio system reads the string as a bundle path, not a category enum. See the cohort's Audio Packaging article for the packaging workflow.
Testing checklist
Before publishing any consumable item, validate every field in single-player using the in-game console.
Status-effect testing procedure
| Effect | How to trigger | How to verify resolution |
|---|---|---|
| Bleeding | Take hits from a zombie or barbed wire until bleeding starts | Use item, confirm bleeding icon disappears |
| Broken bones | Fall from height sufficient to break legs | Use item, confirm sprint is restored |
| Infection | Drink unsanitary water without purification | Use Vaccinated item, confirm sickness does not accumulate |
| Disinfectant | Allow infection progress to build | Use item, confirm sickness bar reduces |
Server-side configuration notes
Consumable behavior in Unturned™ is partially controlled by server configuration files, not only by item .dat fields. The following server-side variables interact with consumable items and should be understood before publishing consumables to a multiplayer server.
Relevant server config fields
| Config field | Effect on consumables | Location |
|---|---|---|
Max_Player_Health | The health ceiling that Health_Delta cannot exceed. Default 100. | Config.json |
Player_Damage_Multiplier | Scales all incoming damage, which affects how meaningful Armor values are on non-clothing items. | Config.json |
Infection_Rate | How quickly the Sickness stat accumulates without Vitamins support. | Config.json |
Bleeding_Rate | How fast health drains from active bleeding. Affects bandage urgency. | Config.json |
Calibrate consumables against server config
A bandage that stops bleeding on a server with Bleeding_Rate 1.0 (default) feels adequate. On a server with Bleeding_Rate 3.0 (aggressive), the same bandage is still sufficient but the urgency of applying it is much higher. Author consumables for the default server configuration and note in the workshop description if the item was tuned for specific server configs.
Loot table integration
Consumable items are registered into server loot tables via the spawntable system. Each consumable item must be added to at least one spawntable entry to appear in the world. The cohort recommendation:
| Item tier | Loot context |
|---|---|
| Common food (Granola Bar tier) | Civilian buildings, residential spawntables |
| Uncommon food / water | Gas stations, grocery stores |
| Bandages | Medical cabinets, first aid spawns |
| Painkillers | Medical spawntables |
| First aid kits | Military medical spawntables |
| Vaccines | Hospital spawntables, airdrop tables |
| Pro-variant items | Airdrop, military elite spawntables only |
Add the Spawn flag to the item's .dat if you want the item to be eligible for world spawn. Items without a spawn entry can still be given via console commands (@give) and purchased through Tebex integrations, but will not appear naturally in loot.
Consumable economy design for custom maps
Custom maps that include a consumable economy require deliberate pacing decisions. The density of consumables in the world, the caloric value of available food items, and the availability of medical items all shape the survival difficulty of the map. The following principles are the cohort's validated approach to consumable economy design.
Hunger and thirst drain rates
Unturned™ hunger and thirst drain at a configurable server rate. At default rate, a player fully depletes hunger in approximately 20 minutes of active play. When designing a consumable economy for a custom map, calibrate Food_Delta values relative to the expected drain rate.
| Map difficulty | Target food availability | Food_Delta guidance |
|---|---|---|
| Casual | 1 food item per 3 min of exploration | Mid-high delta (30–50) items should be common |
| Survival | 1 food item per 5 min of exploration | Mid delta (15–30) items at moderate spawn rates |
| Hardcore | 1 food item per 8+ min of exploration | Low delta (5–15) items; cooking required for full benefit |
Medical scarcity curve
Medical item scarcity shapes how dangerous combat feels on the map. The cohort's recommended scarcity curve:
Consumable crafting recipes
Crafting recipes allow players to combine components into consumables, adding a progression layer beyond loot-finding. Crafting is defined in the map's spawntable and blueprint system, not in the item .dat itself. However, the consumable item's ID must be stable and correctly referenced in the blueprint. The cohort recommendation is to finalize item IDs before defining crafting blueprints to avoid ID-drift issues.
Thematic consumable sets
Custom maps with a defined theme benefit from consumable items that reinforce the theme. A post-apocalyptic urban map might feature scavenged canned food (low delta, no cooking required), improvised medical wraps (Bleeding flag, low Health_Delta), and contaminated water (negative Vitamins). A military compound map might feature MREs (high delta, military rarity) and combat stims (pro-variant medical). Thematic consistency in consumable item design makes the world feel authored rather than assembled.
Consumable naming conventions
Consistent internal naming across a mod's consumable item library prevents confusion when items are referenced in spawntables, blueprints, and Tebex store configurations. The cohort's recommended naming convention:
| Category | Pattern | Examples |
|---|---|---|
| Food | [Adjective][Noun] | CookedBerries, FieldRation, MilitaryMRE |
| Raw food | Raw[Noun] | RawMeat, RawFish, RawMushroom |
| Charred food | Charred[Noun] | CharredMeat, CharredFish |
| Water (unsafe) | [Container]Unsanitary | CanteenUnsanitary, BottleUnsanitary |
| Water (purified) | [Container]Purified | CanteenPurified, BottlePurified |
| Medical (standard) | [Material][Function] | ClothBandage, CottonDressing |
| Medical (advanced) | [Tier][Type] | MilitaryMedkit, CombatStim |
| Drug | [Name] | Cannabis, CombatStimulant |
Using internal names that reflect the item's function and tier makes .dat file management significantly more tractable when a mod grows beyond a handful of items.
Best practices
- Set
Useable Consumeon every consumable item. Omitting this field prevents the item from being used. - Use positive
Food_Deltafor nourishing items and negativeFood_Deltafor poisoned or rotten variants — the sign is intentional design, not a mistake. - Author raw and cooked variants as separate item IDs linked by
Cooked_Item. They are not the same item at different states; they are distinct items. - Confirm
Purified_ItemIDs are correct before publishing water items. A wrongPurified_ItemID produces a purification result that spawns the wrong item. - Write accurate
English.datdescriptions. Inaccurate descriptions that do not match the.datfield configuration are the most common source of player support tickets. - Test every status flag (Bleeding, Bones, Disinfectant, Vaccinated) individually in single-player before testing combined items.
- Use the Rarity field to communicate item power. Common items should have modest delta values; Legendary items can carry stacked effects.
- Assign IDs in the cohort-recommended blocks (40000–41999 for 57 Studios™ items) to avoid ID collisions with vanilla and other mods.
Common authoring errors
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Item does not appear in inventory | ID collision or mod path incorrect | Confirm ID is unique, confirm mod in Bundles/ |
| Item appears but cannot be used | Useable field missing or wrong value | Set Useable Consume |
| Item used but hunger does not change | Food_Delta misspelled or zero | Check .dat field name and value |
| Item heals but does not stop bleeding | Bleeding flag missing | Add Bleeding line to .dat |
| Raw food does not cook | Cooked_Item ID points to wrong item | Confirm Cooked_Item ID matches cooked variant |
| Charred item never appears | Charred_Item not set | Add Charred_Item pointing to charred variant ID |
| Vaccine does not prevent infection | Vaccinated flag missing | Add Vaccinated to .dat |
| Item grants negative health on use | Health_Delta negative by mistake | Fix sign on Health_Delta |
| Water item does not purify | Purified_Item field wrong | Confirm Purified_Item ID matches purified variant |
| Drug hallucination duration wrong | Hallucination value in wrong unit | Value is seconds; confirm integer or float value |
Frequently asked questions
How do I make food that restores both hunger and thirst?
Set both Food_Delta and Water_Delta to positive values in the same .dat. Soup, stew, and fruit items commonly use this pattern. The water-restoration amount should be lower than a dedicated water item to preserve gameplay distinction.
Can a medical item also restore hunger and thirst?
Yes. Medical items support Food_Delta and Water_Delta fields in addition to Health_Delta and status flags. This is the correct pattern for items like energy drinks or military stims that are classified as medical consumables but also provide nutrition. Set all applicable fields; unused fields do not need to be listed.
Does the Vitamins field directly increase the Vitamins stat or is it a multiplier?
It is an additive delta, not a multiplier. Vitamins 20 adds 20 points to the player's Vitamins stat directly. The Vitamins stat is on a 0–100 scale matching other survival stats.
How do I make a food item that poisons the player?
Set Food_Delta to a positive value (the item is still technically edible) and Health_Delta to a negative value. Optionally set Vitamins to a negative value to drain the Vitamins stat. The result is an item that fills hunger but damages health and depletes vitamins — classic poisoned food behavior.
Does the Bleeding flag also heal health removed by bleeding?
No. The Bleeding flag only clears the bleeding status effect. Health lost while the player was bleeding is not automatically restored. If the design intent is for the item to stop bleeding and restore some health, include both the Bleeding flag and a positive Health_Delta.
Can I have a raw food item that is dangerous to eat?
Yes. A raw food item with a negative Vitamins value and no Bleeding or Disinfectant flag represents food with an infection risk. Players who eat it without cooking lose Vitamins, which causes Sickness to accumulate faster. This is the cohort's recommended pattern for raw meat items.
What temperature setting should I use for Cooked_Temperature?
| Temperature | Heat source |
|---|---|
Warm | Campfire at low fuel, warming by proximity |
Hot | Active campfire, oven |
Inferno | Furnace, high-heat industrial sources |
Most food items use Hot. Warm is for foods that only need warming (canned goods). Inferno is reserved for special crafting mechanics.
Is there a maximum value for Health_Delta?
The field accepts a float. There is no hard maximum enforced by the .dat parser. However, the player's health cap is 100 by default. A Health_Delta 200 item will restore health to the player's cap; the excess is discarded. The cohort recommendation is to cap Health_Delta at 100 and to use item Rarity to signal expected power level.
Can I make a consumable that grants all positive effects (hunger, thirst, health, no bleeding, no infection, vaccinated)?
Yes. List all applicable fields in the .dat. There is no structural limit to how many positive effects a single item provides. The balance constraint is design intent: an item with every possible benefit is a catch-all that eliminates player decision-making. The cohort recommendation is to gate such items at Legendary rarity in high-tier loot tables only.
How do I confirm the cooking system is working in single-player?
Spawn the raw food item with @give <rawID>, place it on a campfire, wait for the cooking threshold, and confirm the item converts to the cooked variant. Verify the cooked item's ID matches Cooked_Item in the raw item's .dat. If the item converts to a different item, the Cooked_Item field is pointing to the wrong ID.
Where are the official consumable asset fields documented?
The Smartly Dressed Games documentation at https://docs.smartlydressedgames.com/en/stable/ is the authoritative source for all asset field definitions. The cohort's documentation augments the official documentation with cohort-validated defaults, common error catalogues, and pattern guides.
What is the difference between Disinfectant and Vaccinated?
Disinfectant clears current infection/sickness progress. Vaccinated prevents future infection/sickness accumulation for a timer duration. They address different states of the infection lifecycle. A fully featured medical item may include both: Disinfectant to clear existing infection and Vaccinated to prevent immediate re-infection.
Can I author a consumable that only awards experience without providing any stat benefit?
Yes. Set all delta fields to 0, omit all status flags, and set Experience to the desired amount. The item will award experience on use without any gameplay-stat effect. This pattern is used in XP-economy servers for items like "training tokens" or "mission rewards" — items that exist purely to transfer experience to the player through the consumption mechanic.
How do I prevent players from exploiting food items by eating large quantities quickly?
Item use cooldown is a server-side configuration, not a .dat field. The server can configure a global use cooldown that prevents rapid sequential consumption. On the .dat side, the cohort recommendation for balancing high-delta items is to increase the inventory Size_X × Size_Y footprint (making the item take more space) and to use higher Rarity to limit loot-table frequency, rather than relying on use rate. A Legendary field ration that takes 4 inventory slots and spawns rarely is self-limiting by scarcity without needing a use cooldown.
Appendix A: Complete field reference by type
Food fields
| Field | Type | Required | Default behavior if absent |
|---|---|---|---|
Food_Delta | float | Recommended | 0 |
Water_Delta | float | No | 0 |
Vitamins | float | No | 0 |
Experience | uint32 | No | 0 |
Disinfectant | flag | No | Not present — no disinfectant effect |
Cooked_Item | uint16 | No | Not cookable |
Cooked_Temperature | enum | No | Not cookable |
Charred_Item | uint16 | No | No charred result |
Water fields
| Field | Type | Required | Default behavior if absent |
|---|---|---|---|
Water_Delta | float | Recommended | 0 |
Food_Delta | float | No | 0 |
Vitamins | float | No | 0 |
Purified_Item | uint16 | No | Not purifiable |
Cooked_Item | uint16 | No | Not boilable |
Medical fields
| Field | Type | Required | Default behavior if absent |
|---|---|---|---|
Health_Delta | float | No | 0 |
Food_Delta | float | No | 0 |
Water_Delta | float | No | 0 |
Vitamins | float | No | 0 |
Bleeding | flag | No | No bleed-stop effect |
Bones | flag | No | No bone-repair effect |
Disinfectant | flag | No | No infection-clear effect |
Vaccinated | flag | No | No immunity grant |
Experience | uint32 | No | 0 |
Drug fields
| Field | Type | Required | Default behavior if absent |
|---|---|---|---|
Hallucination | float | Recommended | 0 — no hallucination |
Food_Delta | float | No | 0 |
Water_Delta | float | No | 0 |
Health_Delta | float | No | 0 |
Vitamins | float | No | 0 |
Bleeding | flag | No | No bleed-stop effect |
Appendix B: Consumable ID allocation guide
The cohort recommends a reserved ID block for consumable items to avoid collision with vanilla items and other mod categories.
| Range | Category |
|---|---|
| 1–2000 | Reserved — vanilla Unturned™ items |
| 2001–9999 | Community mod legacy range — avoid |
| 40000–40499 | 57 Studios™ food items |
| 40500–40999 | 57 Studios™ water items |
| 41000–41499 | 57 Studios™ medical items |
| 41500–41999 | 57 Studios™ drug items |
| 50000+ | Open community mod range (cohort-preferred minimum) |
ID collision checking
Before publishing, run a search against the Unturned modding community's maintained ID registry at the Smartly Dressed Games documentation portal. IDs that collide with widely used community mods will produce undefined behavior when both mods are loaded on the same server.
Appendix C: Localization (English.dat) for consumables
Every consumable item requires an English.dat file in the same directory as the item's main .dat. The localization file provides the display name and description shown in inventory tooltips.
English.dat fields
| Field | Purpose |
|---|---|
Name | Display name in inventory and tooltips. |
Description | Flavor text shown in the tooltip. |
Example English.dat entries
Bandage
Name Field Bandage
Description Stops active bleeding. Does not restore health.Military Combat Stim
Name Military Combat Stim
Description Restores 50 health, stops bleeding, repairs broken bones, and restores vitamins. High-tier medical consumable for combat use.Raw Meat
Name Raw Meat
Description Provides minimal nutrition. Cook before eating to maximize food value and avoid infection risk.Description accuracy
The item description is the player's primary source of information about what the item does. Write accurate descriptions. A bandage described as "heals health" when it only stops bleeding will produce player confusion and server-owner support requests. Match the description to the actual .dat field configuration.
Consumable item prefab: when is one required?
Most consumable items do not require a Unity prefab. The runtime renders a 2D icon in the inventory UI using the item's icon texture, not a 3D prefab. The exception is if the consumable item has a 3D world representation — a can that sits on a shelf, a box that spawns on the ground — in which case a minimal prefab with a MeshRenderer and the item's model is packaged into the master bundle.
For the majority of Food, Water, Medical, and Drug items authored for a survival context, the item bundle contains:
| File | Required | Purpose |
|---|---|---|
Item .dat | Yes | Field configuration read by the runtime. |
English.dat | Yes | Display name and description. |
| Icon texture | Yes | 2D image shown in inventory. |
| 3D prefab + mesh | Optional | World-dropped model when item is on the ground. |
The icon texture is a square PNG (typically 256×256) displayed in the inventory UI. It does not need to be a rendering of a 3D model; painted or illustrated icons are functionally equivalent. The cohort's workflow for icon textures is to render a simple 3D asset in Blender with a transparent background and to save as a PNG, but a hand-painted icon at the same resolution is equally valid.
Icon resolution
Icons below 128×128 appear pixelated in the Unturned™ inventory UI at standard zoom. The cohort recommendation is to author icons at 256×256 as a minimum. Larger icons (512×512) are accepted but do not improve perceived quality at the UI scale they are displayed.
Closing note
Consumable items are deceptively straightforward to author: the field set is smaller than a gun or vehicle mod, no prefab rigging is required, and the runtime feedback loop (spawn the item, eat it, observe the stat change) is immediate. The complexity surfaces in the interactions between fields — the sign on Health_Delta, the calibration of Food_Delta against drain rates, the pairing of Cooked_Item IDs, the stacking of status flags on medical items, and the balance of pro-variant items against the server economy.
The cohort's experience across hundreds of consumable items produced for 57 Studios™ mods and Horizon Life RP is that the most expensive authoring mistake is not a technical error — it is a design error published to production. A food item that restores too much hunger is balanced with a loot-table edit; a medical item that provides no-cost invincibility through stacked flags requires a server-side patch and a player communication. Author conservatively, test in staging, and iterate.
Cross-references
- Project Folder Structure and GUIDs — item folder layout and GUID authoring.
- Caliber Asset — the previous article in the items series.
- Clothing Asset Reference — the next article in the items series.
- Steam Workshop Submission — publishing workflow after authoring is complete.
- Smartly Dressed Games Modding Documentation — the authoritative asset field reference.
- Unturned on Steam — the base game page; install and version history.

Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2025-05-18 | 57 Studios™ | Initial publication. Full consumable asset reference. |
