Oil Pump Asset Reference
The oil pump asset type (classified internally as ItemOilPumpAsset) is a deployable barricade that produces fuel over time when powered by a generator. Oil pumps are one of the mechanical utility items in Unturned™ modding - they sit at the intersection of the power system (generators supply electricity), the fuel system (gas cans collect the output), and the barricade placement system (oil pumps are placed in the world as deployable structures). An oil pump asset defines a fuel-producing structure that, when placed on terrain within generator range, passively generates fuel at a rate determined by the generator's power output and the oil pump's internal capacity.
57 Studios™ has documented and validated the full oil pump asset configuration surface across the shipped game files and the official Smartly Dressed Games documentation. This article covers every .dat field that applies to oil pump assets, the fuel extraction mechanics that govern how fuel accumulates over time, the Fuel_Capacity field that defines the internal storage tank, the inheritance chain from BarricadeAsset that provides the health and placement properties, the folder structure required to deploy a functional oil pump mod, and the complete field reference drawn from shipped game file evidence. Understanding the oil pump asset requires familiarity with the generator system that powers it and the fuel system that collects its output - both are documented in companion articles referenced throughout.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, specifically the
ItemOilPumpAssetclass documented in the Oil Pump Assets chapter. Shipped game file evidence fromBundles/Items/Barricades/Oil/is cited for field values and patterns. Community-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for Unturned™ mod authors who are already familiar with the item .dat format and the master bundle pipeline and who understand the basic barricade placement system. Readers should have completed at least one barricade-type mod (a storage crate, a bedroll, a workbench) before authoring an oil pump asset. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs, Item Asset Anatomy, and Objects, Structures, and Barricades Asset Guide before returning here. A working local Unturned™ install with access to generators and fuel cans is required for in-game testing.
What you will learn
- Every
.datfield available on the oil pump asset type, including type, required status, default values, and purpose. - How the fuel extraction mechanic works at the runtime level: the power requirement, the fuel accumulation rate, and the transfer interaction with fuel cans.
- The
Fuel_Capacityfield and how it determines the internal storage buffer size. - The inheritance chain from
BarricadeAssetthat provides health, placement radius, and explosion fields. - The
Build Oilenum value and how it controls placement rules. - How to author a complete oil pump asset with a worked
.datexample from shipped game file evidence. - How to diagnose common oil pump asset authoring errors using the diagnostic table.
- How to tune
Fuel_Capacityfor balance across different server economies.
How the oil pump system works
The oil pump system in Unturned™ is built around the ItemOilPumpAsset class, which extends the BarricadeAsset class. The barricade base class provides the placement, health, collision, and explosion behavior; the oil pump subclass adds a single unique field - Fuel_Capacity - that defines how many units of fuel the pump's internal storage tank can hold.
When a player places an oil pump on valid terrain within the power radius of a powered generator, the oil pump enters the active state. While active, it generates fuel at a fixed rate determined by the game runtime. The generated fuel accumulates in the pump's internal storage tank up to the Fuel_Capacity limit. A player holding an empty or partially filled fuel canister can interact with the oil pump to transfer fuel from the pump's tank into the canister. The fuel transfer uses the same mechanics as the fuel canister refueling system: each interaction transfers fuel from the pump's tank into the canister's internal fuel level.
The oil pump's fuel generation rate is not configurable through the .dat file. The rate is a fixed value in the game runtime. The modder controls only the capacity (Fuel_Capacity) - how much fuel can be stored before the tank is full and generation stops. This means two oil pumps with different Fuel_Capacity values generate fuel at the same rate but reach their capacity limits at different times. A pump with Fuel_Capacity 1000 fills up faster than a pump with Fuel_Capacity 2500 (assuming the same generator power) and requires more frequent fuel collection to avoid wasted generation while the tank is full.
Power requirement
The oil pump requires a nearby powered generator to operate. The generator must be within the pump's placement radius (the generator's power transmission range) and must have fuel in its internal tank. If the generator runs out of fuel or is destroyed, the oil pump stops generating fuel. The pump resumes generation when power is restored. There is no backup power or alternative energy source configurable in the .dat.
Fuel collection mechanics
Fuel is collected from the oil pump using a fuel canister item (ItemFuelAsset). The player equips the fuel canister and interacts with the oil pump (left-click on the pump while holding the canister). The canister's fuel level increases by the amount transferred from the pump's internal tank. The pump's tank decreases by the same amount. The player can perform multiple interactions to empty the pump's tank completely, limited only by the canister's capacity.
If the canister is full, no fuel is transferred. If the pump's tank is empty, no fuel is transferred. The interaction always checks both capacities before attempting a transfer.
File and folder structure
A complete oil pump mod requires the following files:
Workshop/Content/304930/<modID>/
├── Bundles/
│ └── <BundleName>.unity3b ← master bundle containing the oil pump prefab
└── Items/
└── MyOilPump/
├── MyOilPump.dat ← primary configuration
└── English.dat ← display name and descriptionThe folder name, the .dat filename stem, and the internal Name field should all match. The folder must be placed under Bundles/Items/ for the engine to discover it at load time.
Oil pump location in the file system
The vanilla oil pump is located at Bundles/Items/Barricades/Oil/ in the shipped game files. The engine scans all subdirectories under Bundles/Items/ and loads any .dat file whose Type field matches a known asset type. The oil pump's Type Oil_Pump value distinguishes it from other barricade-type items. The folder name is irrelevant to the engine; only the Type field determines how the .dat is parsed.
Inheritance chain
The oil pump asset inherits from the barricade asset class, which itself inherits from the item asset class. This inheritance chain gives the oil pump access to the health, placement, collision, and explosion systems that all barricades share.
The class diagram above shows the inheritance structure. ItemOilPumpAsset extends BarricadeAsset by adding a single unique field (Fuel_Capacity). The barricade base class provides the fields that control the pump's physical presence in the world: how much damage it can take before breaking, how close to other objects it can be placed, and what happens when it is destroyed.
Complete .dat field reference
Identity fields
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 1219 | Yes | Numeric item ID. Must be unique across all loaded mods. Use IDs in the 50000+ range to avoid collision with vanilla and established community mods. |
GUID | uint128 hex | eeffac0063804866b38c8eb6436ace10 | Yes | 128-bit globally unique identifier. Generate a new GUID for every new item. Never reuse GUIDs. |
Type | enum | Oil_Pump | Yes | Must be Oil_Pump for oil pump items. Any other value causes the asset to be loaded as a different item type. |
Useable | enum | Barricade | Yes | Must be Barricade for oil pump items. This selects the barricade placement script at runtime. |
Build | enum | Oil | Yes | Must be Oil for oil pumps. This enum value controls the placement category and the build menu categorization. |
Name | string | Oil | Yes | Internal name. Used in console commands and cross-reference in other .dat files. |
Rarity | enum | Rare | No | Controls the inventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common. |
Slot | enum | None | No | Inventory slot. Oil pumps use None; they are placed in the world, not equipped. |
Size_X | uint8 | 3 | Yes | Width in inventory grid cells. |
Size_Y | uint8 | 3 | Yes | Height in inventory grid cells. |
Size_Z | float | 1.1 | No | Z-axis thickness of the item in world-space units. Used for dropped item collision. |
Barricade placement fields
The following fields are inherited from BarricadeAsset and are shared by all placeable barricade-type items.
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
Health | uint16 | 450 | Yes | The hit points of the oil pump. When reduced to 0, the pump is destroyed and drops its salvage items. |
Range | float | 4 | Yes | The placement range from the player in meters. Controls how far from the player the pump can be placed. |
Radius | float | 0.5 | Yes | The collision radius in meters. Affects how close to walls, objects, and other barricades the pump can be placed. |
Offset | float | 0.75 | Yes | Vertical offset from the placement surface in meters. Positions the pump above the ground. |
Explosion | float | 36 | No | The explosion radius in meters when the oil pump is destroyed. The explosion deals area-of-effect damage to entities and objects within the radius. Values of 0 or omitted produce no explosion on destruction. |
Oil pump specific field
| Field | Type | Required | Default | Example | Purpose |
|---|---|---|---|---|---|
Fuel_Capacity | uint16 | Optional | 0 | 2500 | The maximum units of fuel the oil pump's internal storage tank can hold. Fuel accumulates while the pump is powered and within generator range. When the tank reaches this capacity, generation stops until fuel is collected. |
The Fuel_Capacity field is the only field unique to the oil pump asset type. A default value of 0 means the pump can hold no fuel - effectively making it non-functional if the field is omitted. Always set Fuel_Capacity to a positive value for a working oil pump.
Audio and visual fields
| Field | Type | Example | Purpose |
|---|---|---|---|
PlacementAudioClip | string | Sounds/MetalPlacement.mp3 | The sound effect played when the oil pump is placed in the world. |
Has_Clip_Prefab | bool | false | Whether the oil pump has a clip (multi-model) prefab for the placement preview. false uses a single-model preview. |
The Build field and placement categories
The Build field on the oil pump controls which build menu category the item appears in when the player opens the build menu (default key: B). The Build Oil value places the oil pump in the Utilities category of the build menu under a distinct "Oil" subcategory. This is the same placement category mechanism used by generators (Build Generator), sentries (Build Sentry), and regular barricades (Build Barricade).
The Build field does not affect the item's functionality - only its placement menu categorization. Two items with different Build values but the same Type value behave identically when placed. The Build field is a UX convenience that helps players find the right item in the build menu.
Worked example: the vanilla Pump Jack
The vanilla Oil.dat file at Bundles/Items/Barricades/Oil/Oil.dat is the only shipped oil pump asset in the vanilla game. Examining this file provides the complete field reference for the oil pump asset type:
GUID eeffac0063804866b38c8eb6436ace10
Type Oil_Pump
Rarity Rare
Useable Barricade
Build Oil
ID 1219
Size_X 3
Size_Y 3
Size_Z 1.1
Health 450
Range 4
Radius 0.5
Offset 0.75
Explosion 36
Blueprints
[
{
CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
InputItems
[
{
ID "7f06b16642724683bd61584a52fde981" // Metal Sheet
Amount 5
}
{
ID "656f319d2d194813b390edc6edd8a697" // Metal Bar
Amount 3
}
{
ID "7aee55ea2abf4f3fb70c4b2677da0e14" // Chemicals
Amount 2
}
{
ID "d5b9f19e2f2a4ee2ab4dc666f32f7df3" // Portable Gas Can
Amount 2
}
{
ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
Delete false
}
]
OutputItems this
Skill Craft
Skill_Level 3
RequiresNearbyCraftingTags
[
"7b82c125a5a54984b8bb26576b59e977" // Workbench
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Fuel_Capacity 2500
PlacementAudioClip Sounds/MetalPlacement.mp3
Has_Clip_Prefab falseAnd the companion English.dat:
Name Pump Jack
Description Drills for oil which can be retrieved with a gas can.The pump has Rare rarity, occupies a 3x3 inventory footprint, has 450 health, and can hold 2500 units of fuel in its internal tank. The crafting recipe requires metal sheets, metal bars, chemicals, portable gas cans, and a blowtorch (which is not consumed), crafted at a workbench with Craft skill level 3.
Authoring a new oil pump asset
Step 1: assign ID and GUID
Choose an ID in the mod's assigned range (50000+). Confirm it is not used by any other item in the project. Generate a fresh GUID:
ID 50070
GUID a2b3c4d5e6f74a8b9c0d1e2f3a4b5c6dStep 2: set type and build fields
Type Oil_Pump
Useable Barricade
Build OilType Oil_Pump is the field that tells the engine to parse this .dat as an oil pump asset. Useable Barricade enables the barricade placement system. Build Oil places the item in the correct build menu category.
Step 3: set identity and inventory fields
Name MyOilPump
Rarity Rare
Slot None
Size_X 3
Size_Y 3
Size_Z 1.1Step 4: set barricade fields
Health 500
Range 4
Radius 0.5
Offset 0.75The health determines how much damage the pump can take before being destroyed. A higher health value makes the pump more resilient to raiding but also means it takes longer for the owner to demolish it. The Range, Radius, and Offset control the placement behavior: Range is the maximum distance from the player at placement, Radius is the collision clearance, and Offset raises the model above the ground surface.
Step 5: set explosion behavior
Explosion 36The explosion radius controls the area-of-effect damage when the pump is destroyed. Vanilla oil pumps use Explosion 36, which generates a substantial blast radius. Reducing this value makes the pump safer to store near other structures. Omitting it produces no explosion at all.
Step 6: set oil pump specific field
Fuel_Capacity 3000This is the only field unique to the oil pump. Set it to the desired internal storage capacity. Refer to the balance guidance section for recommended values by server economy type.
Step 7: author English.dat
Name Industrial Oil Pump
Description A heavy-duty oil pump that extracts fuel from underground reservoirs. Requires a nearby powered generator. Collect fuel with a gas can.Step 8: prepare the master bundle
The master bundle must contain a prefab for the oil pump model. The prefab is the 3D model shown when the pump is placed in the world. The prefab name must match the Name field in the .dat (or the Model field if overridden).
The prefab hierarchy for an oil pump requires the InteractableOilPump script on the root:
MyOilPumpPrefab (root, with InteractableOilPump script)
├── Model (MeshRenderer + MeshFilter - the pump body)
├── Animator (optional, for moving pump components)
│ └── Armature (if the pump has animated parts such as a rocking beam or spinning wheel)
└── AudioSource (optional, for ambient pump sound)Step 9: test in-game
- Copy the master bundle and
.datfiles to the local Unturned™ install's mod folder. - Launch Unturned™ in single-player.
- Open the in-game console with
~. - Spawn the oil pump:
@give <oilPumpID>. - Spawn a generator and fuel:
@give 458(portable generator),@give <fuelID>. - Place the generator, fuel it, and turn it on.
- Place the oil pump within the generator's power radius.
- Wait for fuel to accumulate.
- Spawn a fuel canister and interact with the oil pump. Confirm fuel transfers to the canister.
- Test destruction: damage the pump and confirm the explosion triggers on destruction.
Testing an oil pump in single-player
- Spawn the oil pump:
@give <oilPumpID>. Confirm it appears in inventory with the correct icon and name. - Place the oil pump on flat terrain. Confirm the placement preview appears at the correct scale and orientation.
- Place a generator nearby. Fuel the generator and turn it on.
- Verify the oil pump enters the active state (visual indicator or animation plays if the prefab has one).
- Wait for fuel to accumulate. Spawn a fuel canister:
@give <fuelID>. - Equip the fuel canister and interact with the oil pump. Confirm the canister's fuel level increases.
- Destroy the oil pump (shoot it or use an explosive). Confirm the explosion triggers and the pump leaves a wreck.
- Test the oil pump without a generator. Confirm it does not produce fuel when unpowered.
- Test the oil pump outside the generator's power radius. Confirm it does not produce fuel.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
Oil pump does not appear in inventory after @give | ID mismatch or folder placement | Confirm ID is unique and .dat is under Bundles/Items/<Name>/ |
| Oil pump appears but cannot be placed | Useable Barricade missing or wrong | Add Useable Barricade to the .dat |
| Oil pump placed but produces no fuel | Generator not powered or out of range | Confirm generator has fuel, is turned on, and is within its power radius |
| Oil pump placed but no fuel accumulates | Fuel_Capacity is 0 or omitted | Set Fuel_Capacity to a positive value |
| Fuel accumulates but cannot be collected | Player is not holding a fuel canister | Equip a fuel canister (ItemFuelAsset) before interacting with the pump |
| Fuel transfer fails with full canister | Canister's internal fuel is at maximum | Use an empty or partially full canister |
| Oil pump destroyed quietly with no explosion | Explosion field is 0 or omitted | Set Explosion to a positive radius value |
| Oil pump model is invisible when placed | Prefab not found in master bundle | Confirm prefab name in bundle matches Name field |
| Oil pump placement preview shows wrong orientation | Prefab pivot or forward vector is wrong | Adjust prefab orientation in Unity |
| Oil pump does not appear in build menu | Build field is wrong or missing | Confirm Build Oil is present |
| Oil pump despairs on server restart | Not a server issue , barricade saves are persistent | Verify the oil pump uses a valid barricade ID |
Balance considerations
Fuel_Capacity tuning
The Fuel_Capacity value directly controls how much fuel the oil pump can store before reaching capacity. The fuel generation rate is fixed in the game runtime; the modder controls only the storage buffer size. A larger buffer means the pump can accumulate fuel for longer periods without requiring manual collection, which is valuable for players who cannot log in frequently but is also a larger single loot target for raiders.
| Server economy type | Recommended Fuel_Capacity | Rationale |
|---|---|---|
| Survival (scarce resources) | 1000-2000 | Pumps require frequent collection; fuel is a high-value commodity |
| Standard (vanilla balance) | 2000-3000 | The vanilla Pump Jack's 2500 is the reference point |
| Generous (high loot) | 3000-5000 | Pumps hold more between collections; fuel is more abundant |
| Industrial (fuel-focused) | 5000-10000 | Pumps are a primary resource; large buffers reduce chore frequency |
Health and explosion radius tuning
The oil pump's Health and Explosion fields create a trade-off between pump resilience and base security. A high-health pump is harder for raiders to destroy, but when it finally breaks, the large explosion damages nearby structures - including the player's own base. The cohort recommendation is to keep the explosion radius modest (18-36) unless the pump is explicitly designed as a defensive trap.
| Pump resilience | Recommended Health | Recommended Explosion | Design rationale |
|---|---|---|---|
| Fragile exploitable pump | 150-300 | 36-50 | Easy to destroy but dangerous when it goes |
| Standard utility pump | 300-500 | 18-36 | The vanilla Pump Jack tier (450 HP, 36 explosion) |
| Reinforced industrial pump | 500-800 | 10-18 | Hard to break; smaller blast radius protects nearby structures |
| Nearly indestructible landmark | 800-2000 | 0-5 | Event or quest pump; minimal explosive risk |
Crafting cost versus fuel output
The crafting cost of an oil pump should be balanced against the fuel it produces over its intended lifespan. If a pump with Fuel_Capacity 2500 generates fuel at the vanilla rate and is reasonably durable (450 HP), it should pay back its crafting cost in fuel value within a few days of active play. The vanilla Pump Jack's recipe requires advanced materials (metal sheets, metal bars, chemicals, gas cans) and Craft skill level 3 - a significant investment that pays back over sustained play.
Frequently asked questions
Does the oil pump consume the generator's fuel faster?
No. The oil pump does not draw power from the generator in a way that increases the generator's fuel consumption rate. The generator's fuel burn rate is determined by the generator's own Burn field in its .dat. The oil pump simply requires the generator to be within the wirerange and to be actively powered. There is no load-based fuel consumption scaling; a generator powering one oil pump burns fuel at the same rate as a generator powering ten oil pumps. The constraint is the generator's power radius, not an incremental fuel cost per device.
Can I place an oil pump on any surface?
Oil pumps use the standard barricade placement system. They can be placed on any surface that accepts barricade placement: flat terrain, floors, foundations, and platforms. They cannot be placed on uneven terrain (steep slopes), on water surfaces, or inside restricted zones (safe zones, claim-owned areas without permission). The Radius field controls the collision clearance - a larger radius prevents placement too close to walls, other barricades, and terrain obstructions.
How many oil pumps can one generator power?
A single generator can power any number of oil pumps, provided all oil pumps are within the generator's Wirerange (power transmission radius). The generator's Capacity field controls how much fuel the generator's internal tank holds, not how many devices it can power. There is no per-generator device limit. However, each oil pump's fuel accumulates independently; a single generator powering multiple oil pumps does not split the fuel output among them - each pump produces fuel at the full rate.
What happens to an oil pump when the generator runs out of fuel?
The oil pump enters the inactive state. It stops generating fuel. Existing fuel in the pump's internal tank remains stored; it does not decay or evaporate. When the generator is refueled and restarted, the oil pump resumes fuel generation from its current fuel level. The pump does not lose accumulated fuel during power interruptions.
Can I stack oil pumps on the same spot?
No. The barricade placement system prevents overlapping placement. The Radius field creates a collision volume around each placed pump that prevents another pump from being placed in the same space. Players can place multiple pumps adjacent to each other but not occupying the same coordinates.
Does the oil pump require maintenance?
The oil pump does not require any maintenance beyond keeping its generator fueled. It does not degrade over time, does not consume any resource beyond the initial build cost, and does not need repairs unless damaged by players or environmental hazards. Once placed and powered, the pump generates fuel indefinitely as long as the generator has fuel.
Can raiders steal fuel from an oil pump?
Yes. Any player who can reach the oil pump and has a fuel canister can collect fuel from it. The pump does not belong to any specific player or group after placement (unless the server has a claims plugin that associates ownership). This is an important base security consideration: an oil pump that is accessible to non-group members is a free fuel source for raiders. Place pumps inside secure, enclosed areas to protect the accumulated fuel.
What is the difference between Fuel_Capacity and a fuel canister's Fuel field?
Fuel_Capacity is the oil pump's internal storage tank size, measured in the same fuel units that fuel canisters use. The fuel canister's Fuel field (from ItemFuelAsset) is the canister's maximum capacity. The two systems interact through the transfer mechanic: the pump holds up to Fuel_Capacity units, the canister holds up to Fuel units, and the transfer moves as much fuel as the smaller of the two remaining capacities will allow.
Can I make an oil pump that produces a different resource?
No. The oil pump asset type is hardcoded to produce fuel. There is no configurable output resource field. If your design requires a structure that produces a non-fuel resource (water, chemicals, ore), you would need to implement a custom deployable through modding API scripting, beyond the scope of the standard .dat configuration system.
Does the oil pump work underwater?
The oil pump uses the standard barricade placement system, which prevents placement underwater. The vanilla placement system requires the placement surface to be exposed to air. Underwater placement is not supported by the barricade placement mechanics and would require modded server-side plugins to bypass the placement restriction.
Best practices
- Generate a fresh GUID for every oil pump asset. Never reuse GUIDs from other items.
- Choose IDs in the 50000+ range to avoid collision with vanilla and established community mods.
- Set
Fuel_Capacityto a positive value. A default of 0 produces a non-functional pump. - Match
Fuel_Capacityto the server's fuel economy. Survival servers with scarce resources should use lower capacities to force frequent collection. - Tune
Explosioncarefully. A large explosion radius damages nearby base structures when the pump is destroyed. - Place prefabs with the
InteractableOilPumpscript on the root object. The script handles the fuel collection interaction. - Author
English.datwith a description that communicates the oil pump's power requirement (generator needed). - Include a generator recommendation in the workshop description. Players who download an oil pump mod without knowing it requires a generator will report it as broken.
- Test the oil pump in both powered and unpowered states to confirm the behavior difference is correct.
- Verify the oil pump's placement collision works on the intended terrain types.
Advanced considerations
Multiple oil pump variants
A mod can offer multiple oil pump variants with different Fuel_Capacity and Health values, similar to how generators have small (portable) and large (industrial) variants. A small hand-pump with Fuel_Capacity 500 and low health (150) provides early-game fuel access at low crafting cost. A large industrial pump with Fuel_Capacity 10000 and high health (1000) is an end-game infrastructure investment.
Oil pumps in RP server contexts
On roleplay (RP) servers such as Horizon Life RP - a 57 Studios™ development context - oil pumps serve as faction-level infrastructure assets. A faction's fuel economy depends on the number and quality of oil pumps it controls. The Fuel_Capacity and placement location determine the faction's fuel income. Server-side claims plugins enforce ownership; only faction members can collect from the faction's pumps. RP servers may restrict oil pump crafting to specific professions (engineers, mechanics) and control the total number of pumps that can be active in a region to create scarcity and territorial competition.
Oil pumps in competitive PvP contexts
On competitive PvP servers, oil pumps are strategic targets. An oil pump that is accessible to raiders provides the raiding party with free fuel, which can be used to power vehicles and generators during the raid. Base design should account for this: place pumps deep inside the base behind multiple layers of defenses, or use multiple lower-capacity pumps spread across different compartments so that a single breach does not yield the entire fuel reserve.
Custom oil pump prefab with animated components
The vanilla Pump Jack uses a static mesh with no animation. Custom oil pump mods often include animated components - a rocking pump arm, a spinning flywheel, or a bubbling indicator tube. These animations require an Animator component on the prefab root and an Animator Controller with the appropriate animation states. The animations are purely visual; they do not affect the fuel generation rate or collection mechanics. The cohort recommendation is to include a subtle idle animation that signals the pump's powered state, giving players a visual confirmation that the pump is active.
Appendix A: oil pump asset .dat quick-reference template
Copy this template for a new oil pump asset. Delete fields that do not apply to the specific pump design.
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type Oil_Pump
Name <InternalName>
Rarity Rare
Slot None
Size_X <3>
Size_Y <3>
Size_Z <1.1>
Useable Barricade
Build Oil
Health <450>
Range <4>
Radius <0.5>
Offset <0.75>
Explosion <36>
Fuel_Capacity <2500>
Blueprints
[
{
CategoryTag "<crafting-category-guid>"
InputItems
[
{
ID "<input-item-guid>"
Amount <1>
}
]
OutputItems this
Skill Craft
Skill_Level <0-7>
RequiresNearbyCraftingTags
[
"<crafting-station-guid>"
]
Effect "<effect-guid>"
}
]
PlacementAudioClip Sounds/MetalPlacement.mp3
Has_Clip_Prefab falseAppendix B: oil pump troubleshooting table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Oil pump does not appear in inventory | ID mismatch or .dat folder location | Confirm ID is unique; verify folder is under Bundles/Items/ |
| Oil pump cannot be placed on terrain | Collision obstruction or invalid surface | Clear the placement area; try flat terrain |
| Oil pump placed but gray/inactive | Generator not in range or not powered | Place generator within wirerange; fuel and start it |
| Oil pump active but no fuel accumulates | Fuel_Capacity is 0 | Set Fuel_Capacity to a positive value |
| Fuel accumulates to capacity and stops | Tank is full , this is correct behavior | Collect fuel with a canister to free capacity |
| Cannot collect fuel with a canister | Canister is full | Use an empty or partially full canister |
| Oil pump explodes when destroyed | This is correct behavior if Explosion is set | Lower or remove Explosion to reduce blast |
| Oil pump model is invisible | Prefab not in master bundle | Verify bundle contains the prefab |
| Oil pump placement preview is the wrong size | Prefab scale is not unit-scaled | Set prefab scale to 1,1,1 in Unity |
| Oil pump shows no build menu entry | Build field is wrong or missing | Confirm Build Oil is present |
Appendix C: external references
| Resource | URL | Notes |
|---|---|---|
| Smartly Dressed Games modding documentation | https://docs.smartlydressedgames.com/en/stable/ | Official field reference for oil pump assets and barricade assets |
| Unturned on Steam | https://store.steampowered.com/app/304930/Unturned/ | Game changelog; mechanical update notes may refuel oil pump behavior |
| Generator Asset Reference | /items/generator-asset-reference | Generator documentation; covers power radius, fuel consumption, and generator types |
| Fuel Asset Reference | /items/fuel-asset-reference | Fuel canister documentation; covers the transfer mechanic between canisters and targets |
| Objects, Structures, and Barricades Asset Guide | /items/objects-structures-assets | Barricade placement system reference; covers health, collision, and build menu conventions |
| Item Asset Anatomy | /items/item-asset-anatomy | Shared field reference for ID, GUID, Rarity, Slot, and Size conventions |
| Project Folder Structure and GUIDs | /items/project-folder-structure-and-guids | GUID generation and folder layout prerequisites |
| Master Bundle Export | /items/master-bundle-export | Unity bundling workflow for packaging oil pump prefabs |
Appendix D: oil pump versus generator comparison
The oil pump and the generator are complementary deployable assets that share the barricade inheritance chain but serve different functions. The table below summarizes the key differences.
| Property | Oil pump | Generator |
|---|---|---|
| Primary function | Produce fuel | Supply power to devices |
Type enum | Oil_Pump | Generator |
Build enum | Oil | Generator |
| Unique field | Fuel_Capacity | Capacity, Wirerange, Burn |
| Consumes fuel | No (generator does) | Yes (Burn field controls rate) |
| Output | Fuel (to canisters) | Power (to devices within wirerange) |
| Requires power | Yes (from generator) | No (self-powered) |
| Storage tank | Holds generated fuel | Holds fuel for burning |
| Placement | Any barricade surface | Any barricade surface |
Authoring checklist
Before publishing an oil pump mod to the Steam Workshop, confirm the following:
- [ ] GUID is unique - generated fresh, not copied from another asset
- [ ] ID is in the 50000+ range and unique within the mod project
- [ ]
Type Oil_Pumpis present - [ ]
Useable Barricadeis present - [ ]
Build Oilis present - [ ]
Fuel_Capacityis set to a positive value - [ ]
Healthis appropriate for the pump's intended resilience - [ ]
Explosionis set to the desired blast radius (or omitted for no explosion) - [ ]
English.datis authored withNameandDescriptionin the same folder - [ ] Master bundle contains the oil pump prefab with correct script (InteractableOilPump)
- [ ] Prefab pivot and orientation are correct for terrain placement
- [ ] Material is assigned in Unity, not pink in the prefab
- [ ] Blueprints block (if present) uses correct input GUIDs and crafting station tags
- [ ] Tested in single-player: placeable, powered, fuel accumulates, collectible, destructible
- [ ] Tested without generator: confirm pump does not produce fuel when not in wirerange
- [ ] Workshop description documents the generator requirement
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete oil pump asset .dat field reference, fuel extraction mechanics, worked example from vanilla Pump Jack, FAQ, diagnostic tables, appendices. |
Cross-references
- Grower Asset Reference - the previous article; covers growth supplement assets that share the item asset inheritance.
- Sentry Asset Reference - the next article; covers deployable sentry turret assets that share the barricade placement system.
- Generator Asset Reference - companion article; covers the generator that powers the oil pump.
- Fuel Asset Reference - companion article; covers the fuel canister that collects the pump's output.
- Objects, Structures, and Barricades Asset Guide - barricade placement system reference.
- Item Asset Anatomy - shared field reference for all item types.
- Project Folder Structure and GUIDs - GUID generation and folder layout prerequisites.
- Master Bundle Export - Unity bundling workflow for packaging oil pump prefabs.
- Storage Asset Reference - storage container reference; relevant for understanding the inventory system that holds oil pump items.
- Smartly Dressed Games modding documentation - official field reference for oil pump and barricade asset types.
- Unturned on Steam - the Unturned store page and community hub.
