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Tool Asset Reference

The tool asset type is the most versatile item category in Unturned™ modding. A tool is defined by its Useable enum value, which determines the exact behavior the item exhibits when equipped and activated. Unlike most item types that have a fixed gameplay purpose (guns fire projectiles, magazines hold ammunition, food restores hunger), the tool asset is a shell that takes its identity entirely from the useable script assigned to it. The same .dat field set can produce a vehicle jack, a lockpick, a housing inventory browser, or a long-range voice communicator depending on a single field value.

57 Studios™ has documented and validated the full tool asset configuration surface across the Unturned™ modding community. This article covers every .dat field that applies to tool assets, the four primary Useable enum values and their distinct behaviors, the quality and durability modifiers that are unique to the tool subclass, the folder structure required to deploy a functional tool mod, and the diagnostic patterns that resolve the most common tool authoring issues. 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 and useable configurations that are unique to the tool subclass.

A toolbox containing various tool items in an Unturned base

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. The tool asset type is documented in the SDG chapter on tool assets. 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 comfortable with the master bundle pipeline and .dat authoring workflow and want to create custom tool items that provide vehicle, housing, or communication functionality. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs and Item Asset Anatomy before returning here.

What you'll learn

  • The tool asset type and its relationship to the Useable enum
  • The four primary Useable values: Carjack, Carlockpick, Housing_Planner, and Walkie_Talkie
  • The tool-specific Quality modifier field and the durability system
  • The folder and file structure for a tool asset mod
  • The full .dat field reference for tool assets
  • A worked .dat example for each of the four primary useable types
  • How tool functionality is determined entirely by the Useable field, not by custom fields
  • Testing procedures for each tool type in single-player

How the tool system works

The tool runtime is driven by the ItemToolAsset class, which extends the ItemAsset class. Unlike most item subclasses that add their own fields (a gun asset adds caliber, recoil, and fire mode fields; a magazine asset adds capacity and ballistics fields), the tool asset subclass adds no unique gameplay fields of its own. Instead, the tool asset's behavior is determined entirely by the Useable enum value, which selects the C# script that runs when the player activates the tool.

The flowchart above shows the four primary useable branches. Each branch activates a different game script at runtime; the .dat file provides only the shared identity and inventory fields together with the quality modifier that is unique to the tool subclass.

The Quality modifier

The tool asset subclass adds a single unique property: the Quality modifier field. This field is a multiplier on the tool's effectiveness and is consumed differently by each useable type. In the vanilla tool set, the Quality field influences the durability cost or effectiveness of the tool's action. A higher quality tool performs its action more efficiently or with less wear.

For tools that use durability (the Allow_Damage and Durability fields inherited from ItemAsset), the Quality value modifies how quickly the tool degrades with each use. A higher quality value reduces the wear rate, making the tool last longer. This creates a meaningful progression from low-quality tools (low craft cost, short lifespan) to high-quality tools (higher rarity, longer lifespan).

Tool inheritance chain

The tool asset inherits from the item asset class directly, unlike library assets that inherit through the barricade chain.

The class diagram above shows the single-tier inheritance that defines a tool asset. All gameplay fields are inherited from ItemAsset; the tool subclass contributes only the Quality modifier.

Useable types in detail

Carjack: vehicle launching

When Useable Carjack is set, the tool can be activated on a vehicle to launch it upward. The carjack is used in survival scenarios to flip overturned vehicles, to access vehicle undercarriage components, or to launch vehicles over obstacles. The carjack consumes one use of the tool's durability per activation.

The carjack targets any vehicle that can be interacted with (has a collision body and is not destroyed). The launch force and direction are determined by the game's physics system, not by configurable .dat fields. The tool is single-use per activation but the Amount or Durability inherited from ItemAsset governs how many total activations the tool provides.

Carlockpick: vehicle unlocking

When Useable Carlockpick is set, the tool can be activated once on any locked vehicle to forcefully unlock it. The carlockpick is consumed on use regardless of its durability state; the item is destroyed after a single activation. This behavior is hard-coded in the useable script and cannot be changed through .dat fields.

The carlockpick targets vehicles that are in a locked state (either naturally locked by the vehicle's owner or locked by a server plugin). Unlocking a vehicle with a carlockpick bypasses the key requirement. The tool does not discriminate between player-owned vehicles and naturally locked vehicles; it unlocks any locked vehicle it is used on.

Housing_Planner: structured inventory access

When Useable Housing_Planner is set, the tool opens a special inventory interface that displays the structure pieces available in the player's own inventory. This interface allows the player to quickly access building materials without navigating the main inventory screen. The housing planner does not consume durability on use; it is a convenience item that persists indefinitely.

The housing planner is the only tool type that does not have a consumable action. It is a UI-triggering item that provides a quality-of-life shortcut for builders. Servers with build-focused gameplay often make the housing planner a starting item or a cheap craftable because it reduces the time spent navigating inventory screens during construction.

Walkie_Talkie: long-distance voice chat

When Useable Walkie_Talkie is set, the tool enables long-distance voice communication with other players who also have a walkie-talkie equipped. The walkie-talkie extends the player's voice chat range beyond the standard proximity range. The extended range is not configurable through .dat fields; it is determined by the game's voice chat networking system.

The walkie-talkie must be held (equipped in a hand slot) to function. Players can communicate with others on the same frequency channel; channel selection is typically managed through the game's existing voice chat UI, not through the tool's configuration. The walkie-talkie is a roleplay-enabling item that is most relevant on servers with faction-based or community-focused gameplay.

The flowchart above shows the activation behavior for each useable type at a high level. The divergent post-activation behavior (consumed vs. persistent) is the most important design consideration when choosing a useable type for a tool mod.

File and folder structure

A complete tool mod requires the following files:

Workshop/Content/304930/<modID>/
├── Bundles/
│   └── <BundleName>.unity3d        ← master bundle containing the prefab
└── Items/
    └── MyTool/
        ├── Asset.dat               ← primary tool configuration
        └── English.dat             ← display name and description

The folder name, the .dat filename stem, and the internal Name field should all match. The tool prefab in the master bundle must be authored as a standard item prefab; the prefab does not require special components beyond the standard InteractableItem and collision setup that every item prefab requires.

Complete .dat field reference

Identity and shared fields

The following shared fields are required on every item asset, including tools. See Item Asset Anatomy for full documentation of these fields.

FieldTypeExampleNotes
IDuint1650060Unique item ID. Use 50000+ range.
GUIDuint128 hexd4e5f6a7b8c94d0e1f2a3b4c5d6e7f80128-bit globally unique identifier.
TypeenumToolMust be Tool for this asset type.
NamestringMyToolInternal name; also the prefab lookup key.
RarityenumCommonRarity tier; see Rarity enum reference in Item Asset Anatomy.
SlotenumPrimary or SecondaryTools are typically equipped to Primary or Secondary for activation.
Size_Xuint82Inventory grid width.
Size_Yuint81Inventory grid height.
Bypass_ID_LimitboolTrueRequired for IDs above 2000.

Useable field

The Useable field is the single most important field on any tool asset. It determines the tool's entire runtime behavior.

FieldTypeRequiredValuesPurpose
UseableenumRequiredCarjack, Carlockpick, Housing_Planner, Walkie_TalkieSelects the behavior script attached to this tool. See the Useable types section for detailed behavior of each value.

Tool-specific fields

FieldTypeRequiredDefaultExamplePurpose
QualityfloatOptional1.01.5A multiplier on tool effectiveness. For tools with durability, higher Quality reduces wear rate. The exact effect varies by useable type. Values above 1.0 produce higher-quality tools; values below 1.0 produce lower-quality tools.

Inherited item durability fields

Tool assets that must persist through multiple uses require the durability fields inherited from ItemAsset.

FieldTypeRequiredDefaultExamplePurpose
Allow_DamageboolOptionalTrueTrueEnables the durability system for this tool. Without this field, the tool cannot degrade.
DurabilityfloatOptional100100The starting durability value. Each use decrements this value by the Wear amount. When durability reaches zero, the tool is destroyed (if Should_Delete_At_Zero is True).
WearfloatOptional11The amount of durability lost per use. A carjack with Wear 1 loses 1 durability point per activation.
Should_Delete_At_ZeroboolOptionalTrueTrueIf True, the tool item is destroyed from the player's inventory when durability reaches zero. If False, the tool persists at zero durability and cannot be used.

Useable-specific behavior notes

The following table documents the behavior differences that apply to each useable value regardless of the shared .dat fields.

Useable valueConsumed on use?Durability interactionTargeting requirement
CarjackNo (durability decrements)Wear applied per activationMust target a vehicle
CarlockpickYes (item destroyed)Durability ignored; item always consumedMust target a locked vehicle
Housing_PlannerNo (persistent)No durability consumedNo target required; opens inventory UI
Walkie_TalkieNo (persistent while held)No durability consumedNo target required; held for passive effect

Worked .dat examples

Carjack tool

A standard carjack that can be used 25 times before breaking.

ID 50060
GUID d4e5f6a7b8c94d0e1f2a3b4c5d6e7f80
Type Tool
Name VehicleCarjack
Rarity Common
Slot Secondary
Size_X 2
Size_Y 1

Bypass_ID_Limit True

Useable Carjack
Quality 1.0

Allow_Damage True
Durability 25
Wear 1
Should_Delete_At_Zero True

Companion English.dat:

Name Carjack
Description A standard carjack that can be used to flip or launch vehicles. Provides 25 uses before breaking.

Carlockpick tool

A single-use carlockpick that consumes itself on activation.

ID 50061
GUID e5f6a7b8c9d04e1f2a3b4c5d6e7f80a1
Type Tool
Name VehicleCarlockpick
Rarity Uncommon
Slot Secondary
Size_X 1
Size_Y 1

Bypass_ID_Limit True

Useable Carlockpick
Quality 1.0

Companion English.dat:

Name Car Lockpick
Description A single-use lockpick that forcefully unlocks any locked vehicle. Consumed on use.

Housing planner tool

A persistent housing planner that provides quick access to structure piece inventory.

ID 50062
GUID f6a7b8c9d0e14f2a3b4c5d6e7f80a1b2
Type Tool
Name HousingPlanner
Rarity Common
Slot Secondary
Size_X 1
Size_Y 1

Bypass_ID_Limit True

Useable Housing_Planner
Quality 1.0

Companion English.dat:

Name Housing Planner
Description Opens a quick-access view of structure pieces in your inventory. Does not degrade with use.

Walkie-Talkie tool

A persistent communication tool that extends voice chat range while held.

ID 50063
GUID a7b8c9d0e1f24a3b4c5d6e7f80a1b2c3
Type Tool
Name WalkieTalkie
Rarity Common
Slot Secondary
Size_X 1
Size_Y 1

Bypass_ID_Limit True

Useable Walkie_Talkie
Quality 1.0

Companion English.dat:

Name Walkie-Talkie
Description A handheld communication device that enables long-distance voice chat while equipped.

High-quality carjack (progression variant)

A high-quality carjack with better durability per use, lower wear rate, and higher rarity.

ID 50064
GUID b8c9d0e1f2a34b5c6d7e8f90a2b3c4d5
Type Tool
Name ProCarjack
Rarity Rare
Slot Secondary
Size_X 2
Size_Y 1

Bypass_ID_Limit True

Useable Carjack
Quality 2.5

Allow_Damage True
Durability 100
Wear 1
Should_Delete_At_Zero True

The higher Quality value (2.5) reduces the effective wear rate compared to the standard carjack (1.0). On the same server, the high-quality carjack provides approximately 100 uses instead of 25, creating a meaningful upgrade path.

Tool quality and progression design

The Quality field combined with Durability, Wear, and Rarity forms a progression system for tool items. The table below documents cohort-recommended values for each progression tier.

TierQualityDurabilityWearRarityEffective usesDesign intent
Standard1.0251Common25Entry-level tool, easily replaceable
Military1.5751Uncommon75Standard field tool, moderate investment
Professional2.51001Rare100High-end tool, significant investment
Industrial3.51501Epic150Premium tool, rare loot
Prototype5.02501Legendary250Endgame tool, exceptional durability

The effective uses figures assume a Wear of 1 and that Quality modifies the effective durability pool multiplicatively. A tool with higher quality lasts proportionally longer, making it a worthwhile loot find for players who rely on tool functionality.

Testing tool assets in single-player

  1. Place the tool's master bundle and .dat files in the local Unturned™ install's mod folder: Workshop/Content/304930/<modID>/Bundles/ and Workshop/Content/304930/<modID>/Items/<ToolName>/.
  2. Launch Unturned™ in single-player mode.
  3. Open the in-game console with the tilde key (~).
  4. Spawn the tool item: @give <toolID>.
  5. Equip the tool in the appropriate inventory slot.
  6. For a carjack: approach a vehicle, equip the carjack, and activate it on the vehicle. Confirm the vehicle launches upward and the tool's durability decrements.
  7. For a carlockpick: approach a locked vehicle (lock a vehicle in single-player using the vehicle's lock action), equip the lockpick, and activate it. Confirm the vehicle unlocks and the lockpick item is consumed.
  8. For a housing planner: equip the planner and activate it. Confirm the housing inventory interface opens with the player's structure pieces. Confirm the planner is not consumed.
  9. For a walkie-talkie: equip the walkie-talkie in a hand slot. Confirm the extended voice chat indicator appears (in multiplayer only; single-player testing of walkie-talkie voice chat requires a second client).

Diagnostic table

SymptomMost likely causeResolution
Tool does nothing when activated on a vehicleUseable field is not one of the four valid valuesSet Useable to Carjack, Carlockpick, Housing_Planner, or Walkie_Talkie
Carjack launches vehicle too weakly or too stronglyEngine physics, not configurableCarjack force is not a .dat field; the behavior is defined by the game physics
Carjack does not consume durabilityAllow_Damage is False or missingSet Allow_Damage True and configure Wear and Durability
Carlockpick does not consume itself on useIntended behavior; carlockpick is hard-coded to consumeThe tool item is destroyed by the engine script, not by .dat fields; confirm no plugins override consumption
Housing planner does not open inventoryUseable is not set to Housing_PlannerSet Useable Housing_Planner
Walkie-talkie does not extend voice rangeWalkie-talkie must be held in hand slot, not just equippedEquip the walkie-talkie in Primary or Secondary slot and hold it by selecting the slot
Tool appears in inventory but cannot be equippedSlot field is set to NoneSet Slot to Primary or Secondary
Tool has no model when heldPrefab missing in master bundleVerify the prefab name matches the Name field; rebuild bundle
Tool durability shows as zero on spawnDurability field not set or set to 0Set Durability to a positive value
Tool durability never decreasesWear field set to 0Set Wear to a positive value (1 or higher)
Tool persists at zero durability instead of breakingShould_Delete_At_Zero is FalseSet Should_Delete_At_Zero True
Carlockpick works on unlocked vehiclesIntended; carlockpick does not distinguish locked from unlockedThe tool script does not target locked-only; design the mod accordingly
Housing planner shows empty inventoryNo structure pieces in the player's inventoryThe housing planner displays only items the player actually carries

Frequently asked questions

Can a tool have a Useable value other than the four listed?

The four Useable values documented in this article (Carjack, Carlockpick, Housing_Planner, Walkie_Talkie) are the values defined by the ItemToolAsset class in the vanilla Unturned™ engine. Custom tool behaviors require a C# mod (a plugin using the Unturned dedicated server API) that implements a new useable script. The .dat field system alone does not support custom useable values.

What is the difference between Type Tool and other item types that have a Useable field?

Every item type has a Useable field, but the tool asset is unique in that it has no gameplay fields beyond the Useable selector. A gun asset has Caliber, Firerate, Recoil, and other fields; its Useable field is Gun. A food asset has Food, Water, and health fields; its Useable field is Food. A tool asset has no fields of its own beyond Quality and inherited item fields; its entire gameplay identity is the Useable value.

Can I make a tool that repairs vehicles?

Vehicle repair is the domain of the Vehicle_Repair_Tool asset type (Type Vehicle_Repair_Tool), not the Tool asset type. If you want to create a repair wrench that restores vehicle health, use Type Vehicle_Repair_Tool and its associated fields. The Tool type with Useable Carjack does not repair vehicles; it launches them.

How does the Quality field affect carlockpick behavior?

The Quality field has no effect on the carlockpick because the carlockpick is consumed on use regardless of its quality. A high-quality carlockpick is consumed identically to a standard carlockpick. The Quality field is most relevant for carjack tools where higher quality extends the effective use count.

Can I give a carlockpick multiple uses?

The carlockpick useable script is hard-coded to destroy the item after a single activation. Giving a carlockpick high durability or multiple charges through .dat fields does not change this behavior; the item is destroyed by the script on first use regardless of its remaining durability. If you need a multi-use lockpick, the useable script must be replaced through a plugin.

Is the housing planner useful in single-player?

The housing planner is equally useful in single-player and multiplayer. In single-player, it provides quick access to structure piece inventory without navigating the main inventory screen. Players who build frequently in single-player find the housing planner reduces the time spent switching between the inventory screen and the build mode.

How does the walkie-talkie interact with the game's existing voice chat?

The walkie-talkie extends the player's voice chat range while held. Other players within the extended range can hear the player's voice as if they were in proximity chat. The walkie-talkie does not create a private channel; it simply broadcasts the player's voice over a longer distance. If a private channel is needed, a server plugin implementing a radio system is required.

Can I make a tool that is not one of the four useable types but still uses Type Tool?

Every item with Type Tool must have a valid Useable value. The engine checks the Useable field to determine which script to attach at load time. An invalid or missing Useable value causes the asset to load with no behavior, producing a tool that can be equipped and held but does nothing when activated. Use the Tool type only for the four documented useable values; for custom behaviors, use a different item type or a plugin-driven approach.

Can a tool have more than one Useable behavior?

No. The Useable field accepts a single enum value. A tool cannot have multiple useable scripts assigned through .dat configuration. If a mod requires a multi-function tool (a tool that both jacks vehicles and picks locks), the recommended approach is to create two separate tool items, each with its own Useable value, and let the player carry both.

What happens if I set Useable to a value from another item type?

The engine reads the Useable field and instantiates the corresponding script. If the Useable value does not have a corresponding script for the Tool asset type, the engine logs an error and the tool loads without behavior. For example, setting Useable Gun on a Type Tool asset produces a tool that does nothing when activated because the Gun useable script expects a Type Gun asset with gun-specific fields that do not exist on the tool asset.

Best practices

  • Choose the Useable value that matches the intended gameplay role precisely. A tool that launches vehicles should use Carjack; a tool that unlocks vehicles should use Carlockpick.
  • Use Quality as a progression lever. Low-quality tools degrade faster; high-quality tools last longer. This creates meaningful loot variety.
  • Set Slot to Secondary for tools that should occupy the secondary hand slot, leaving the primary slot free for weapons. The carjack is a secondary tool; the carlockpick is a primary tool.
  • Author English.dat descriptions that communicate what the tool does and whether it is consumed on use. Players should not have to guess whether a lockpick is single-use.
  • Test carlockpick consumption behavior in single-player before deploying to a server. The item destruction is hard-coded and cannot be changed through .dat fields.
  • Do not set Quality below 0.1; very low quality values may cause unexpected behavior in the useable script.
  • For housing planner tools, ensure the prefab is visually distinct from other tools so players can quickly identify it in their inventory.
  • Progression-tiered tools (standard, military, professional, industrial, prototype) should have increasing Rarity to match their Quality progression.

Advanced considerations

Tool prefab authoring requirements

The tool prefab in the master bundle must be a standard item prefab. Unlike weapon prefabs that require animator controllers, attachment hooks, and complex hierarchies, the tool prefab requires only a root object with the InteractableItem script, a MeshRenderer and MeshFilter for the visible model, and a collider. The tool's activation behavior is driven entirely by the useable script, not by the prefab hierarchy.

Tool slots and inventory management

Tools can be assigned to any equipment slot, but the cohort recommendation is to keep tools in Primary or Secondary slots. A tool in the Tertiary slot competes with melee weapons, which are the most common tertiary items. A walkie-talkie in the Tertiary slot allows the player to carry a weapon in Primary and a melee weapon in Secondary while still having the communication tool accessible.

Quality scaling across servers

The Quality value is a multiplier on tool effectiveness, but the exact scaling formula is determined by the engine's useable script, not by configurable .dat fields. The cohort observation is that quality scaling is linear: a tool with Quality 2.0 lasts approximately twice as long as a tool with Quality 1.0 under identical conditions. Server operators who want to tune the quality curve further should use a plugin to override the useable script's wear calculation.

Walkie-talkie in roleplay server contexts

On roleplay servers such as Horizon Life RP , a 57 Studios™ development context , the walkie-talkie serves as a faction coordination tool. The walkie-talkie itself does not support channel switching or encryption; those features require a server plugin. The .dat configuration for a roleplay walkie-talkie is identical to the standard configuration; the roleplay context is created by the server's plugin layer, not by the .dat file.

Combining tool types with crafting recipes

Tools are natural components of crafting recipes. A carjack can be a craftable item requiring metal bars and mechanical parts; a lockpick can be a craftable item requiring scrap metal and a spring. The crafting recipe is defined in a blueprint asset (see Blueprint Asset Reference), and the tool's .dat fields are unchanged. The blueprint references the tool's ID as the output item.

Appendix A: Tool asset .dat field quick reference

FieldTypeRequiredDefault
IDuint16Yes,
GUIDuint128Yes,
Typeenum (Tool)Yes,
NamestringYes,
RarityenumNoCommon
SlotenumUsually,
Size_Xuint8Yes,
Size_Yuint8Yes,
UseableenumYes,
QualityfloatNo1.0
Allow_DamageboolNoTrue
DurabilityfloatNo100
WearfloatNo1
Should_Delete_At_ZeroboolNoTrue

Appendix B: Tool progression tuning table

TierQualityDurabilityWearEffective usesRarityDesign intent
Makeshift0.51015CommonImprovised tool, breaks quickly
Standard1.025125CommonEntry-level, easily replaceable
Military1.575175UncommonStandard field tool
Professional2.51001100RareHigh-end, worth protecting
Industrial3.51501150EpicPremium, rare loot
Prototype5.02501250LegendaryEndgame, exceptional durability

Appendix C: Useable type comparison table

UseableRequired forSingle-use?Uses durability?TargetingVisual feedback
CarjackVehicle flipping / launchingNoYesVehicle hitboxVehicle launched
CarlockpickVehicle unlockingYesNoLocked vehicleVehicle unlocks
Housing_PlannerStructure inventory accessNoNoNone (self)Inventory UI opens
Walkie_TalkieExtended voice chatNoNoNone (held)Voice chat range extended

Appendix D: External references

ResourceURLNotes
Smartly Dressed Games modding documentationhttps://docs.smartlydressedgames.com/en/stable/Official field reference; check for new Useable values added in recent Unturned updates
Unturned on Steamhttps://store.steampowered.com/app/304930/Unturned/Game changelog; changelog notes may reference tool system changes
Item Asset Anatomy/items/item-asset-anatomyShared field reference for all item types
Blueprint Asset Reference/items/blueprint-asset-referenceCrafting recipe configuration; tools are common blueprint outputs

Appendix E: Tool mod authoring checklist

Before publishing a tool mod to the Steam Workshop, confirm the following:

  • [ ] Type Tool is present and correct
  • [ ] Useable is set to one of the four valid enum values
  • [ ] Quality is set to a value appropriate for the tool's intended progression tier
  • [ ] Slot is set to a slot that makes sense for the tool's use pattern
  • [ ] For carjack: Allow_Damage True, Durability set, Wear set, Should_Delete_At_Zero True
  • [ ] For carlockpick: tool is intentionally single-use; no durability configuration needed
  • [ ] For housing planner: no durability configuration needed (persistent item)
  • [ ] For walkie-talkie: no durability configuration needed (persistent item)
  • [ ] GUID is fresh, not copied from another asset
  • [ ] ID is in the 50000+ range
  • [ ] Bypass_ID_Limit True is present for IDs above 2000
  • [ ] Master bundle contains the tool prefab
  • [ ] English.dat is authored with Name and Description
  • [ ] Tested in single-player: equipped, activated, behavior confirmed
  • [ ] Tool icon / workshop thumbnail represents the tool's appearance in-game

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Full tool asset .dat field reference, Useable enumeration, quality system, worked examples for all four Useable types, progression guide.

Cross-references