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Map Asset Reference

The map asset is the data definition for every navigation item in Unturned™ - maps, charts, compasses, and GPS devices. These items provide the player with additional UI information for as long as they are in the player's inventory. They can neither be held nor equipped; they are passive information items that modify the player's HUD display when carried. A map reveals the terrain layout on the screen; a chart provides a simplified schematic view; a compass provides directional orientation and waypoint management.

This article is the 57 Studios™ canonical reference for the map asset type. It covers every .dat field specific to the ItemMapAsset subclass, the three navigation flags (Enables_Map, Enables_Chart, Enables_Compass), the distinction between the Map and Compass type enums, the passive-inventory behavior that allows map items to function without being equipped, the salvage blueprint pattern found in all vanilla map assets, and the complete field reference. The shared fields that appear on every item asset (ID, GUID, Rarity, Slot, Size_X, Size_Y) are documented in Item Asset Anatomy; this article focuses on the fields that are unique to the map subclass and its passive inventory behavior.

GPS device providing satellite map overlay in Unturned, showing terrain features and player position marker

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, supplemented by analysis of all three vanilla map-type assets at Bundles/Items/Maps/: the GPS (Enables_Map), the Chart (Enables_Chart), and the Compass (Enables_Compass).

Who this article is for

This article is written for Unturned™ mod authors who are developing navigation items, map-related content, or survival equipment. Readers should have completed at least one item mod of another type and should be familiar with the master bundle pipeline and the .dat authoring workflow. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs before returning here.

How the map item system works

Map-type items in Unturned™ are passive inventory items. Unlike weapons, tools, or clothing, they are not equipped to a hand slot or clothing slot. They are carried in the player's inventory (storage, backpack, or hotbar) and their effect is active as long as they are present. The engine checks the player's inventory at runtime for map-type items. If a qualifying item is found, the corresponding UI element (map overlay, chart display, compass HUD, or waypoint system) is enabled.

As shown in the flowchart above, the engine reads the flag fields on the map asset and enables the corresponding UI elements. The item does not need to be in a specific inventory slot or equipped to any hand position. It must simply be present in the player's inventory.

Passive inventory scanning

Unturned™ scans the player's inventory for map-type items on a continuous or event-driven basis. When the player opens their inventory or when the engine performs a periodic inventory check, it looks for items with Type Map or Type Compass. If a qualifying item is found with the Enables_Map flag, the map overlay is rendered. If multiple map-type items are present, the engine uses the highest-tier navigation item based on a priority order: map overlay takes precedence over chart, and compass is independent of both.

The sequence diagram above shows the inventory scan and UI activation chain. The map and compass systems are independent: a player can have a chart map (chart display enabled) and a separate compass (compass HUD enabled) simultaneously, with both UI elements active from the same inventory.

Map asset subtypes

The vanilla game ships three map asset subtypes, each defined by a different combination of type enum and navigation flag.

GPS / Map (Type Map, Enables_Map)

The GPS item at Bundles/Items/Maps/GPS/GPS.dat provides the full satellite map display. It uses Type Map and the Enables_Map flag.

FieldVanilla value
GUID52bc64a1c32b4b45a0c66e98c25dcbf7
TypeMap
ID1176
RarityEpic
Size_X1
Size_Y1
Size_Z0.475
FlagsEnables_Map
BlueprintsSalvage → Metal Scrap
English.dat NameGPS
English.dat DescriptionSatellite view of the surrounding area.

Chart (Type Map, Enables_Chart)

The Chart item at Bundles/Items/Maps/Chart/Chart.dat provides the chart map display - a simplified schematic view without satellite imagery.

FieldVanilla value
GUIDae907de0d5c14c1086a22c2b95c58a47
TypeMap
ID1175
RarityUncommon
Size_X1
Size_Y1
Size_Z0.475
FlagsEnables_Chart
BlueprintsSalvage → Cloth
English.dat NameChart
English.dat DescriptionPrinted map of the surrounding area.

Compass (Type Compass, Enables_Compass)

The Compass item at Bundles/Items/Maps/Compass/Compass.dat provides the compass HUD display and waypoint placement capability.

FieldVanilla value
GUID58a47bfe40574416bfb40d013928f9cd
TypeCompass
ID1508
RarityEpic
Size_X1
Size_Y1
Size_Z0.3
FlagsEnables_Compass
BlueprintsSalvage → Metal Scrap
English.dat NameCompass
English.dat DescriptionCheck the magnetic direction.

File and folder structure

A complete map mod requires the following files:

Workshop/Content/304930/<modID>/
├── Bundles/
│   └── <BundleName>.unity3d          ← master bundle containing the map/compass prefab
└── Items/
    └── MyMap/
        ├── Asset.dat                 ← primary configuration (fields documented here)
        └── English.dat               ← display name and description

The folder structure follows the standard item asset layout. The master bundle contains the 3D model for the map or compass as it appears in the inventory and when dropped on the ground.

Complete .dat field reference

Identity fields

FieldTypeExampleRequiredPurpose
IDuint1650300YesNumeric item ID. Must be unique across all loaded mods. Use IDs in the 50000+ range to avoid collision. Vanilla map IDs are in the 1100-1500 range.
GUIDuint128 hexa1b2c3d4e5f64a7b8c9d0e1f2a3b4c5dYes128-bit globally unique identifier. Generate a new GUID for every new item. Never reuse GUIDs.
TypeenumMapYesDetermines the asset subclass. Use Map for map and chart items. Use Compass for compass items. The Type enum value controls which navigation flags the parser expects.
NamestringCustomGPSYesInternal name. Used in console commands and cross-reference in other .dat files.
RarityenumUncommonNoControls the inventory highlight color. Vanilla map assets use Uncommon (Chart) and Epic (GPS, Compass). Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common.
SlotenumNoneNoMap items are not equipped to player slots. They function from inventory. Always use None.
Size_Xuint81YesWidth in inventory grid cells. All vanilla map items use 1.
Size_Yuint81YesHeight in inventory grid cells. All vanilla map items use 1.
Size_Zfloat0.475NoDepth of the world-space collision box when the item is dropped. Vanilla map items use 0.475 (Map, Chart) or 0.3 (Compass).

The navigation flags are the defining feature of the map asset class. They are flag-type fields - their presence alone enables the corresponding UI element. No explicit True or False value is required after the field name.

FieldTypeRequiredCompatible TypePurpose
Enables_MapflagConditionalMapProvides access to a satellite map display. Shows terrain, water bodies, and player position from an overhead perspective.
Enables_ChartflagConditionalMapProvides access to a chart map display. Shows a simplified schematic of the terrain without satellite imagery. Lower fidelity than the full map.
Enables_CompassflagRequired for Compass typeCompass, MapProvides a compass HUD element and the ability to set visible waypoints on the map display. The compass HUD shows cardinal directions and waypoint markers.

Flag exclusivity on vanilla items

The three navigation flags are mutually exclusive on vanilla items: the GPS has only Enables_Map, the Chart has only Enables_Chart, and the Compass has only Enables_Compass. However, the engine does not enforce exclusivity. A single item can have multiple flags enabled simultaneously, providing a combined navigation experience. A modded GPS unit with both Enables_Map and Enables_Compass would provide both the satellite overlay and the compass HUD from a single inventory item.

Type enum and flag compatibility

The Type field and the navigation flags have a compatibility relationship:

TypeCompatible flagsVanilla example
MapEnables_Map, Enables_ChartGPS (Map + Enables_Map), Chart (Map + Enables_Chart)
CompassEnables_CompassCompass (Compass + Enables_Compass)

The Map type is the general-purpose navigation item type. It accepts both the map and chart flags. The Compass type is specifically for compass items and is paired with the Enables_Compass flag. Using Map with Enables_Compass produces a combined map-and-compass item.

As shown in the diagram, Type Map supports two navigation flags (map and chart), while Type Compass supports the compass flag. The compass HUD and waypoint system are paired - enabling the compass enables both the directional display and the waypoint placement interface.

Inventory and physical fields

FieldTypeRequiredDefaultPurpose
SlotenumNoNoneMust be None for map-type items. They are not equipped; they function from inventory.
Size_Xuint8No1Inventory grid width. Vanilla maps use 1.
Size_Yuint8No1Inventory grid height. Vanilla maps use 1.
Size_ZfloatNoMesh boundsWorld collision depth when dropped. Vanilla maps use 0.475; compass uses 0.3.

Blueprint fields

All three vanilla map-type items include salvage blueprints. The GPS and Compass salvage into Metal Scrap; the Chart salvages into Cloth.

ItemBlueprint outputOutput GUIDEffect
GPSMetal Scrap21ede8ebffb14c5580e8c7ad149e335eWrench
ChartCloth14901f32cd3240179fd6124324cc27e5Rip
CompassMetal Scrap21ede8ebffb14c5580e8c7ad149e335eWrench

The blueprint entries follow the standard Blueprints array format:

Blueprints
[
    {
        Name Salvage
        CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
        InputItems this
        OutputItems "<output-GUID>"
        Effect "<effect-GUID>"
    }
]

Complete .dat example: custom GPS

The following is a complete .dat for a custom GPS device that provides both satellite map and compass functionality:

ID 50300
GUID f1a2b3c4d5e64a7b8c9d0e1f2a3b4c5f
Type Map
Name CustomGPS

Rarity Epic
Slot None
Size_X 1
Size_Y 1
Size_Z 0.475

Enables_Map
Enables_Compass

Bypass_ID_Limit True

Companion English.dat:

Name Tactical GPS
Description Advanced GPS unit providing satellite terrain view and compass orientation. Functions from inventory.

Complete .dat example: custom chart

The following is a complete .dat for a custom chart map that provides only the schematic chart display:

ID 50301
GUID b2c3d4e5f6a74a8b9c0d1e2f3a4b5c6f
Type Map
Name CustomChart

Rarity Uncommon
Slot None
Size_X 1
Size_Y 1
Size_Z 0.475

Enables_Chart

Bypass_ID_Limit True

Companion English.dat:

Name Hand-Drawn Chart
Description A hand-drawn chart of the local terrain. Low resolution but better than navigating blind.

Complete .dat example: custom compass

The following is a complete .dat for a custom compass item:

ID 50302
GUID c3d4e5f6a7b84a9b0c1d2e3f4a5b6c7f
Type Compass
Name CustomCompass

Rarity Common
Slot None
Size_X 1
Size_Y 1
Size_Z 0.3

Enables_Compass

Bypass_ID_Limit True

Companion English.dat:

Name Pocket Compass
Description Simple magnetic compass. Provides directional orientation and waypoint marking from inventory.

Map asset passive behavior in detail

No equip requirement

The defining feature of map-type items is that they function from inventory without being equipped. The player does not need to hold the map in a hand slot or place it in a clothing slot. The item can be stored in the backpack, the hotbar, or any other inventory container. As long as it is present in the player's inventory, the corresponding navigation UI is active.

Multiple map items in inventory

If the player carries multiple map-type items with different navigation flags, all matching UI elements are enabled simultaneously. A player carrying both a GPS (Enables_Map) and a compass (Enables_Compass) sees both the satellite map overlay and the compass HUD. The engine does not restrict the player to one navigation item at a time.

Map priority when multiple items provide the same flag

If the player carries two items that both provide Enables_Map, the engine uses the map overlay from the first qualifying item found during the inventory scan. The scan order is not documented, and the cohort recommendation is to avoid authoring scenarios where the player would carry duplicate navigation items with the same flag.

Waypoint system dependency on compass

The waypoint system (placing visible markers on the map display) is tied to the Enables_Compass flag. An item must have Enables_Compass for the player to set waypoints, even if the player has a map overlay from a separate item. A GPS that provides only Enables_Map does not enable waypoint placement. A combined GPS with both Enables_Map and Enables_Compass provides both the map overlay and waypoint management.

Visualizations

Visualization 1: map asset class hierarchy

ItemAsset (base class)

    └── ItemMapAsset

            ├── Type Map
            │       ├── Enables_Map (GPS / satellite view)
            │       └── Enables_Chart (Chart / schematic view)

            └── Type Compass
                    └── Enables_Compass (Compass HUD + waypoints)

Visualization 2: vanilla map asset field comparison

Field              GPS (ID 1176)    Chart (ID 1175)    Compass (ID 1508)
─────              ─────────────    ───────────────    ─────────────────
Type               Map              Map                Compass
Rarity             Epic             Uncommon           Epic
Size_X             1                1                  1
Size_Y             1                1                  1
Size_Z             0.475            0.475              0.3
Enables_Map        ✓                ✗                  ✗
Enables_Chart      ✗                ✓                  ✗
Enables_Compass    ✗                ✗                  ✓
Blueprint output   Metal Scrap      Cloth              Metal Scrap

Visualization 3: map item inventory footprint

Map/Chart/Compass inventory grid footprint:

  Standard map item (Size_X 1, Size_Y 1):
  ┌─┐
  │█│
  └─┘

  All vanilla map-type items use the same 1×1 footprint.
  Size_Z differs between types but only affects the
  world-space collision box when dropped.

Visualization 4: navigation UI element activation matrix

Item configuration                  Satellite map    Chart map    Compass HUD    Waypoints
──────────────────────────────     ──────────────   ──────────   ────────────   ─────────
Type Map + Enables_Map                  ✓              ✗             ✗             ✗
Type Map + Enables_Chart                ✗              ✓             ✗             ✗
Type Compass + Enables_Compass          ✗              ✗             ✓             ✓
Type Map + Enables_Map + Enables_Compass  ✓            ✗             ✓             ✓
Type Map + Enables_Chart + Enables_Compass  ✗          ✓             ✓             ✓
Multiple items (GPS + Compass)          ✓              ✗             ✓             ✓
No map-type item in inventory           ✗              ✗             ✗             ✗

Visualization 5: map passive inventory scan cycle

Inventory scan event occurs


Scan all items in player inventory


For each item: check Type field

    ┌────┴────────────────────────────────────────┐
    │  Type is Map or Compass?                    │
    │  Yes → check navigation flags               │
    │  No  → skip item                            │
    └────┬────────────────────────────────────────┘
         │ Yes

For each flag found, enable corresponding UI:

    ┌────┴────────────────────────────────────────┐
    │  Enables_Map found    → Activate map overlay │
    │  Enables_Chart found  → Activate chart view  │
    │  Enables_Compass found→ Activate compass HUD │
    └────┬────────────────────────────────────────┘


UI updated for current session

Field authoring checklist for map assets

  • [ ] Type Map or Type Compass is correct for the intended navigation function.
  • [ ] At least one navigation flag is present: Enables_Map, Enables_Chart, or Enables_Compass.
  • [ ] Slot None is set (map items function from inventory, not from an equip slot).
  • [ ] ID is in the 50000+ range and unique within the mod project.
  • [ ] GUID was generated fresh for this asset.
  • [ ] Rarity reflects the navigation tier: chart maps are lower rarity than full GPS units.
  • [ ] Size_X 1 and Size_Y 1 match the standard map footprint.
  • [ ] English.dat is authored in the same folder with Name and Description.
  • [ ] The master bundle contains the map or compass prefab.
  • [ ] Bypass_ID_Limit True is present for IDs above 2000.
  • [ ] Tested in-game: confirm the navigation UI element activates when the item is in inventory and deactivates when the item is removed.

Diagnostic table

SymptomMost likely causeResolution
Map overlay does not appear when item is in inventoryNavigation flag missing from .datAdd Enables_Map, Enables_Chart, or Enables_Compass as appropriate
Chart shows no terrain detailEnables_Chart is the chart flag - it provides schematic view onlySwitch to Enables_Map for satellite imagery
Compass HUD not visibleEnables_Compass missing or Type Compass not setVerify both Type Compass and Enables_Compass are present
Cannot place waypointsEnables_Compass not present on any item in inventoryAdd Enables_Compass to the map or carry a separate compass item
Map overlay appears but is blankMap rendering issue specific to the current game versionVerify the item's GUID does not conflict; test with a fresh item
Item invisible when droppedPrefab name mismatchConfirm prefab name in bundle matches Name or Item field
Item does not appear after @giveID conflict or Bypass_ID_Limit missingConfirm unique ID and add Bypass_ID_Limit True
Wrong name displayed in inventoryEnglish.dat missing or incorrectAuthor or correct English.dat in the same folder
Navigation UI toggles on and off rapidlyTwo map-type items with conflicting flags in inventoryRemove duplicate items; carry only one navigation item per flag
Item shows in inventory but has no effectSlot set to an equip slot instead of NoneChange Slot None

Best practices

  • Always include at least one navigation flag. A map asset with Type Map but no navigation flag is a functional item that provides no benefit to the player.
  • Match Rarity to navigation utility: chart maps are Uncommon in the vanilla set, GPS units and compasses are Epic. The rarity signals the item's value to the player and should reflect the navigation advantage it provides.
  • Use Enables_Compass only when waypoint management is intended. The compass flag activates both the HUD indicator and the waypoint system. If the item is intended to provide only directional orientation, the waypoint system is an unavoidable side effect.
  • Combine flags for premium navigation items. A high-end GPS unit with both Enables_Map and Enables_Compass is a compelling endgame loot item that replaces the need for separate map and compass items.
  • Consider the survival-balance impact of map items. A GPS that is too easy to find trivializes terrain navigation on complex maps. The cohort recommendation is to gate high-end navigation items behind high rarity values or specific loot table buckets.
  • Test navigation items on the target map. Map rendering quality and chart detail vary by map. An item that provides useful navigation on one map may be less effective on another depending on the map's terrain data and the chart rendering system.

Frequently asked questions

What is the difference between Type Map and Type Compass?

Type Map is the general-purpose navigation item type that supports both the Enables_Map (satellite) and Enables_Chart (schematic) flags. Type Compass is a separate type that supports the Enables_Compass flag and provides the compass HUD and waypoint system. Using Type Map with Enables_Compass produces a combined map-compass item that functions identically to carrying separate map and compass items.

Can a map asset provide both satellite and chart views?

Yes. A single item with both Enables_Map and Enables_Chart provides both navigation views. The vanilla items do not combine these flags, but the engine supports the combination. The player would be able to switch between satellite and chart views from a single item.

Do map assets need a prefab in the master bundle?

Yes. The map asset requires a prefab in the master bundle for the in-game model - the model shown when the item is in inventory and when dropped on the ground. The prefab is a flat rectangular mesh for maps and charts, or a small circular mesh for compasses. A missing prefab causes the item to be invisible in inventory and when dropped.

Can a player have multiple map-type items with the same flag?

Yes, but the engine uses only the first qualifying item found during the inventory scan for each flag. Carrying two GPS units (both with Enables_Map) does not provide any additional benefit over carrying one. The cohort recommendation is to avoid scenarios where the player would carry duplicate navigation items.

Do map items work in vehicles?

Yes. Map items function from inventory regardless of the player's current state. The navigation UI remains active while the player is driving, piloting, or riding as a passenger. The map overlay updates with the vehicle's position.

Can a map asset be equipped to a hand slot?

The Slot field on map items is set to None in all vanilla items, and the items function from inventory without being equipped. Setting Slot Primary or another equip slot on a map item would allow the item to be equipped but would not improve its navigation function. The cohort recommendation is to keep Slot None for all map-type items.

What happens if Enables_Compass is set on a Type Map without any map flag?

The item provides the compass HUD and waypoint system but no map overlay. This is a valid configuration - a compass-only item that uses Type Map with Enables_Compass functions identically to a Type Compass item. The choice between Type Map and Type Compass for a compass-only item is stylistic; the behavior is the same.

Can I make a map that decays or has limited uses?

Map items do not have native limited-use or decay mechanics. The vanilla map assets do not include Allow_Damage or Durability fields. If a mod design requires navigational items with limited duration, the limitation must be implemented through a server-side plugin that removes the item from the player's inventory after a configurable duration.

Do multiple compass items stack waypoint capacity?

No. The waypoint system's capacity is fixed. Carrying multiple compass-type items does not increase the number of waypoints the player can place. The system allows a single waypoint at a time in the vanilla configuration.

What inventory size should a map item use?

The vanilla map and compass items all use Size_X 1, Size_Y 1. This is the standard footprint for all map-type items. A larger footprint would be appropriate only for specialty navigation items that the mod designer intentionally makes bulky as a balance trade-off.

Can a map item have an active use (left-click behavior)?

Map items do not have an active use behavior in the vanilla configuration. They are passive information items. Setting a Useable field on a map item would override the passive navigation behavior. The cohort recommendation is to leave the Useable field unset for standard map and compass items.

How do I localize the map's display name?

Create an English.dat file in the same folder as the item's primary .dat. The format is the same as for any other item type:

Name Tactical GPS
Description High-resolution GPS unit with satellite terrain overlay and compass. Passive navigation aid.

Additional localization files (French.dat, German.dat, etc.) follow the same pattern. The navigation flag fields are not localized - they are boolean flags that enable engine-side UI elements, not text strings.

Is there a way to prevent a map from showing the player's position?

The map overlay in the vanilla engine always shows the player's position relative to the terrain. There is no field in the map asset .dat to disable the position marker. If a mod design requires a map that shows terrain without revealing the player's location, the modification must be implemented through a server-side plugin or a custom UI override.

Can a compass work underwater?

The compass HUD and waypoint system function regardless of the player's environment. There is no underwater restriction on compass-type items. The compass remains active when the player is swimming or submerged.

Advanced considerations

Map prefab modeling guidance

RequirementDetails
Polygon budget300-1000 tris for a handheld map, 200-500 tris for a compass
TopologyFlat rectangular mesh for maps and charts; flat circular mesh for compasses
ScaleModel at real-world scale. A folded map is approximately 15×10 cm. A compass is approximately 5-8 cm in diameter.
Pivot originCenter of the mesh for balanced dropping appearance
UV layout1×1 UV space. Texel density 10-15 texels/cm for a 512×512 texture

Map texture map requirements

TextureResolutionNotes
Albedo512×512Map surface texture, paper or device appearance
Normal Map256×256Surface detail for paper texture or device casing
Metallic/Roughness256×256Indicates paper (rough) or device (smooth) construction

Map textures should be authored at sufficient resolution to show legible text or markings on the map surface, as the item model is visible in the inventory preview.

Item typeSuggested RaritySuggested loot contextGameplay impact
Hand-drawn chartCommonEarly-game loot, craftable from paperBasic orientation on the map
Pocket compassUncommonGeneral loot, camping supplyDirectional awareness and waypoints
Folded mapUncommonLibrary, office, residential lootTerrain awareness without satellite detail
GPS unitEpicMilitary, high-tech, bunker lootFull terrain awareness with satellite view
Military GPSLegendaryEndgame bunker, rare lootCombined map and compass from one item

The rarity tiers above reflect the cohort recommendation for balanced progression. Higher-tier navigation items should be gated behind appropriate loot table containers and should not appear in early-game loot pools.

Combined navigation items in modded maps

Modded maps that feature complex terrain, underground networks, or multi-level structures benefit from combined navigation items that provide both map overlay and compass functionality in a single slot. The combined configuration (Type Map + Enables_Map + Enables_Compass) reduces inventory pressure while providing complete navigation capability, which is particularly valuable on large or exploration-focused maps.

Appendix A: Map asset .dat field quick reference

FieldTypeRequiredDefaultNotes
IDuint16Yes-Unique identifier; 50000+ recommended
GUIDuint128Yes-32-char hex, no hyphens
TypeenumYes-Map or Compass
NamestringYes-Internal name; console command key
RarityenumNoCommonControls UI color
SlotenumNoNoneMust be None for passive navigation items
Size_Xuint8No1Inventory width
Size_Yuint8No1Inventory height
Size_ZfloatNoMesh boundsMaps: 0.475; Compass: 0.3
Enables_MapflagConditionalNot setEnables satellite map UI
Enables_ChartflagConditionalNot setEnables chart map UI
Enables_CompassflagConditionalNot setEnables compass HUD + waypoints
Bypass_ID_LimitboolNoFalseRequired for ID > 2000

Appendix B: Map asset authoring template

Copy this template for a new map asset. Delete fields that do not apply.

ID <50000+>
GUID <generated-uuid-no-hyphens>
Type <Map|Compass>
Name <InternalMapName>

Rarity <Common|Uncommon|Rare|Epic|Legendary>
Slot None
Size_X 1
Size_Y 1
Size_Z <0.475>

Enables_Map
Enables_Compass

Bypass_ID_Limit True

Select Type Map for map and chart items; select Type Compass for compass-only items. Include Enables_Map for satellite terrain view, Enables_Chart for schematic terrain view, and Enables_Compass for compass HUD and waypoint management. Combine flags for premium combined-navigation items.

Appendix C: Vanilla map asset field values reference

FieldGPS (ID 1176)Chart (ID 1175)Compass (ID 1508)
GUID52bc64a1c32b4b45a0c66e98c25dcbf7ae907de0d5c14c1086a22c2b95c58a4758a47bfe40574416bfb40d013928f9cd
TypeMapMapCompass
RarityEpicUncommonEpic
ID117611751508
Size_X111
Size_Y111
Size_Z0.4750.4750.3
Navigation flagEnables_MapEnables_ChartEnables_Compass
Salvage outputMetal ScrapClothMetal Scrap
English.dat NameGPSChartCompass
English.dat DescriptionSatellite view of the surrounding area.Printed map of the surrounding area.Check the magnetic direction.

Appendix D: External references

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Full map asset .dat field reference, navigation flag documentation, subtype analysis, passive inventory behavior, worked examples, FAQ, diagnostic tables.

Cross-references

Glossary

TermDefinition
Map overlayThe satellite terrain view rendered on the player's screen when an item with Enables_Map is in inventory.
Chart displayThe schematic terrain view rendered when an item with Enables_Chart is in inventory. Lower fidelity than the map overlay.
Compass HUDThe directional indicator shown on the player's screen when an item with Enables_Compass is in inventory.
WaypointA user-placed marker on the map or compass display that indicates a location of interest.
Passive inventory itemAn item that provides its effect simply by being present in the player's inventory, without requiring equip or use.
Navigation flagA boolean field on the map asset that enables a specific UI navigation element.
Salvage blueprintA crafting recipe that converts the item into a base material. Present on all vanilla map-type items.