Server Browser Curation Asset Reference
A server browser curation asset is a packaged Steam Workshop item that contains a set of curation rules, labels, and metadata for the Unturned server browser curation system. Unlike web-hosted curation lists, which are fetched from a URL at runtime, asset-based curation lists ship as compiled Workshop items with an optional embedded icon texture. Server networks, community curators, and map authors use curation assets to distribute verified-server lists, label collections, and community recommendations through the Steam Workshop infrastructure.
57 Studios has documented and validated the curation asset configuration surface across the Unturned modding community. This article covers the curation asset file format, the relationship between the asset file and its paired English.dat localization, the icon bundling workflow, and the Steam Workshop submission process for curation assets.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. Community-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for server network operators, community curators, and mod authors who want to distribute a curated server list through the Steam Workshop as a packaged asset. If you are new to the curation system, start with Server Browser Curation Reference for the full system overview and rule configuration, then return here for the asset packaging workflow.
How the curation asset system works
The curation asset system provides an alternative to web-hosted curation lists. Instead of hosting a JSON or text file on a web server and distributing its URL, a curator packages the rules and labels into a ServerCuration-type asset that is uploaded to the Steam Workshop. Players subscribe to the curation asset just as they subscribe to any Workshop item, and the game loads the curation rules from the asset at startup.
As shown in the flowchart above, the curation asset distribution path replaces the web-hosting step with Steam Workshop distribution. The advantage is that Steam handles versioning, update distribution, and discovery; the disadvantage is that the curator must go through the Workshop submission process for each update.
Curation asset file structure
A curation asset requires the following files in the standard Unturned mod folder structure:
Workshop/Content/304930/<modID>/
├── Bundles/
│ └── <BundleName>.unity3d ← optional asset bundle containing the 32x32 icon texture
└── ServerCuration/
└── MyCurationList/
├── Asset.dat ← curation asset definition
└── English.dat ← display name and descriptionThe ServerCuration/ folder replaces the Items/ folder used by item mods. The folder name under ServerCuration/, the .dat filename stem, and the internal Name field should all match. This is not enforced at runtime, but divergence causes diagnostic confusion.
Complete .dat field reference
Identity fields
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 50001 | Yes | Numeric asset 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 | a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d | Yes | 128-bit globally unique identifier. Generate a new GUID for every new curation asset. Never reuse GUIDs. |
Type | enum | ServerCuration | Yes | Must be ServerCuration for curation asset mods. This value tells the engine to load this asset into the curation system rather than into any item, vehicle, or map system. |
Name | string | MyNetworkCuration | Yes | Internal name. Used in console commands and cross-reference in other .dat files. |
The identity block for a curation asset follows the same conventions as every other asset type. The Type ServerCuration value is the distinguishing field.
Icon configuration
| Field | Type | Example | Purpose |
|---|---|---|---|
Icon | master bundle pointer | MyCurationIcon | Reference to a 32x32 pixel texture in the asset bundle. The icon appears in the server browser curation menu next to the curation list name. |
The icon field is optional and is the primary reason a curation asset includes an asset bundle. If the icon field is omitted, the curation list appears in the curation menu without an icon. Web-hosted curation lists set their icon through the IconURL property in the rules JSON; asset-based curation lists use the bundled icon texture.
Rules and labels
The curation rules and labels for an asset-based curation list are defined in the same format as a web-hosted curation list, but they are embedded directly in the Asset.dat file rather than fetched from a URL. See Server Browser Curation Reference for the complete field reference for rules and labels.
The asset Asset.dat embeds the Labels and Rules arrays exactly as they would appear in a web-hosted JSON file. The syntax uses the standard .dat array format.
Localization
Unlike web-hosted curation lists, which use the Name field directly in the asset file, an asset-based curation list can include a localization file for the display name.
| File | Purpose |
|---|---|
English.dat | Provides the user-facing name shown in the curation menu. If present, the English.dat display name overrides the Name field in Asset.dat. |
French.dat, German.dat, etc. | Localized display names for non-English clients. Unturned selects the appropriate localization based on the player's language setting and falls back to English.dat. |
The English.dat format for a curation asset follows the standard localization convention:
Name My Network Verified Servers
Description A curation list that verifies official My Network servers and flags imposters.Complete .dat example: basic curation asset
ID 50001
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type ServerCuration
Name MyNetworkCuration
Labels
[
{
Name Verified
Text <color=green>MyNetwork Verified</color>
}
{
Name Fake
Text <color=red>MyNetwork Imposter</color>
}
]
Rules
[
{
Action Allow
Description Verify MyNetwork's Steam IDs
Label Verified
Type ServerID
Values
[
85568392932910946
]
}
{
Action Deny
Description Hide fake MyNetwork servers
Type Name
Regex (?i)(MyNetwork)
}
]The rules in this example follow the standard curation rule format. The first rule allows any server matching the verified Steam ID and applies the Verified label. The second rule denies any server whose name matches the MyNetwork pattern (case-insensitive) and was not already allowed by the first rule.
English.dat example
Name My Network Verified Servers
Description Automatically labels official My Network servers as verified and hides potential imposter servers from the server browser.Asset bundle for the icon texture
If the curation asset includes an icon texture, the asset bundle must contain the texture at the expected path. The Unity project structure for a curation asset bundle is minimal.
Unity project structure
UnityProject/
└── Assets/
└── CurationIcons/
└── MyCurationIcon.png ← 32x32 pixel PNGBundle build configuration
| Setting | Value |
|---|---|
| Asset bundle name | <BundleName> (must match the bundle folder in the mod) |
| Texture resolution | 32x32 pixels |
| Texture format | PNG or TGA |
| Texture type | Sprite (2D and UI) |
| Filter mode | Point (no filter) for pixel-art icons; Bilinear for smooth icons |
The texture does not require mipmaps because the icon is displayed at a fixed 32x32 pixel resolution in the server browser UI.
Icon reference table
| Icon type | Resolution | Format | Filter mode | Use case |
|---|---|---|---|---|
| Pixel art logo | 32x32 | PNG | Point | Server network branding with sharp edges |
| Smooth logo | 32x32 | PNG | Bilinear | Server network branding with gradients |
| Transparent icon | 32x32 | PNG (alpha) | Bilinear | Overlaid on the curation menu background |
| Solid icon | 32x32 | PNG | Point | Minimalist icon with solid background |
The 32x32 pixel constraint is enforced by the server browser UI. A larger texture is scaled down at load time, which may produce aliasing artifacts.
Steam Workshop submission
A curation asset is submitted to the Steam Workshop through the same process as any other Unturned mod. The Workshop item type should be set to "Curation" if the Workshop UI supports it, or "Asset" as a fallback.
Pre-submission checklist
- [ ]
Type ServerCurationis present inAsset.dat - [ ]
GUIDis unique and freshly generated - [ ]
IDis in the 50000+ range - [ ]
LabelsandRulesarrays are correctly formatted - [ ]
English.datis present with a descriptive display name - [ ] If an icon is included, the texture is exactly 32x32 pixels
- [ ] The asset bundle (if any) contains the icon texture at the correct path
- [ ] Tested in single-player: subscribe, enable from Curation menu, confirm rules apply
- [ ] Workshop description documents what the curation list does and how to enable it
Frequently asked questions
Does a curation asset require an asset bundle?
No. The asset bundle is only needed if the curation asset includes a 32x32 icon texture. A curation asset with no icon does not need a bundle at all. The Icon field is optional; if omitted, no icon is shown in the curation menu.
How do I distribute a curation asset without the Steam Workshop?
Curation rules can also be distributed as a web-hosted list. Reference the Server Browser Curation Reference for the web-hosted distribution path, which requires hosting a JSON or text file at a URL.
Can I update a curation asset after publishing?
Yes. Update the Workshop item with a new version of the Asset.dat and bundle files. Players who have subscribed receive the update automatically through Steam Workshop's update mechanism. This is one of the advantages of asset-based distribution over web-hosted lists, where the curator must manage the web server infrastructure for updates.
Why is my curation asset not showing in the server browser?
The curation asset is not enabled by default when subscribed. The player must enable it from the Curation menu in the Server Browser. Navigate to the Server Browser, click the Curation button, and toggle the curation list to the enabled position. This is a design decision by Smartly Dressed Games that prevents unwanted curation from being applied without the player's knowledge.
How do I verify my curation rules are being applied?
Open the Server Browser and check the server list for the labels and ordering effects defined by your rules. Servers matching an Allow rule should display the configured label. Servers matching a Deny rule should appear at the bottom of the list or be hidden, depending on the player's settings.
Can a curation asset reference rules hosted on a web URL?
No. The asset-based and web-hosted distribution paths are mutually exclusive for a given curation list. An asset-based curation list embeds its rules in Asset.dat. A web-hosted curation list fetches its rules from a URL. If you need the flexibility of web-hosted updates, use the web-hosted path instead of the asset path.
What happens if the English.dat file is missing?
If English.dat is not present, the game falls back to the Name field in Asset.dat for the display name shown in the curation menu. The internal Name is often less user-friendly than a properly authored English.dat display name, so including the localization file is strongly recommended.
Can a curation asset include multiple curation lists?
No. Each curation asset corresponds to one curation list with one set of rules and labels. If you want to distribute multiple independent curation lists, create separate Workshop items with separate Asset.dat files, each with its own ID, GUID, and curation rules.
Do curation assets work on dedicated servers?
Curation assets are a client-side feature. They affect how the server browser displays labels and ordering for the player who subscribes to the curation asset. Dedicated servers do not load or apply curation assets; they are purely a client browsing convenience.
How do I test a curation asset before publishing?
Copy the curation asset folder to the local Unturned install's Workshop/Content/304930/ directory with a temporary mod ID, launch the game, navigate to the Server Browser, and enable the curation from the Curation menu. Verify that the rules apply correctly by browsing servers. Once the behavior is confirmed, submit the asset to the Steam Workshop with a permanent ID.
Can I use a texture larger than 32x32?
The server browser UI displays the icon at a fixed 32x32 pixel size. Using a larger texture is technically possible but the texture is scaled down at load time, which can produce aliasing artifacts. The recommended approach is to author the icon at exactly 32x32 pixels with the appropriate filter mode for the desired appearance.
Can I create a curation asset that allows specific server names by pattern?
Yes. Use a Name type rule with a Regex field. The regex pattern evaluates the server's display name. For case-insensitive matching, prefix the pattern with (?i). This is useful for allowing servers whose names follow a naming convention without requiring explicit Steam ID entries for each server.
Can I use the same GUID for different versions of the same curation asset?
No. Each curation asset must have a unique GUID, regardless of version. The GUID identifies the asset to the engine; reusing a GUID from a previous version causes the engine to treat the new version as a duplicate of the old version, which can produce unexpected behavior. Generate a new GUID for each new curation asset, and do not reuse GUIDs when creating updated versions.
Does the curation asset support per-player settings?
Curation assets are applied uniformly to all players on the client machine. Each player enables or disables curation lists individually through the Curation menu. There is no server-side mechanism to force a curation list onto connected players; the system is entirely client-driven.
Can I test a curation asset without uploading it to the Steam Workshop?
Yes. Copy the curation asset folder structure to the local Unturned install's Workshop/Content/304930/ directory with a temporary mod ID. Launch the game, navigate to the Server Browser, and enable the curation from the Curation menu. The asset is loaded from the local filesystem and behaves exactly as it would if distributed through the Workshop.
What happens if a subscribed curation asset is removed from the Workshop?
The asset remains in the player's local cache until Steam performs a Workshop content validation. On the next validation pass, Steam detects that the asset is no longer available and removes it. The player's curation list is no longer applied. The player is not notified automatically; the asset simply stops appearing in the Curation menu.
Can I use a curation asset to block specific server names without explicit Steam IDs?
Yes. Use a Name type rule with a regex pattern. The rule matches the server display name against the regex. Combine this with the Inverted field if you need to block servers whose names do NOT match a pattern. This is useful for blocking servers whose naming conventions suggest they are not legitimate.
How do I verify that my curation asset is correctly formatted?
Validate the Asset.dat file by confirming the JSON-like syntax of the Labels and Rules arrays. Each opening brace must have a matching closing brace. Each string value must be on the same line as its key. Test the asset locally by subscribing to it in a local installation before uploading to the Steam Workshop.
Is there a limit to how many rules a curation asset can have?
There is no documented limit on the number of rules in a curation asset. However, very large rule sets are processed for every server in the server browser, which may introduce performance overhead on the client side. The cohort recommendation is to keep rule sets under 50 rules per curation list.
What is the advantage of asset-based over web-hosted distribution?
Asset-based distribution uses Steam Workshop infrastructure for hosting, discovery, versioning, and automatic updates. Web-hosted distribution requires the curator to maintain a web server, manage URL uptime, and communicate URL changes to subscribers. Asset-based distribution is the recommended path for curators who already maintain a Steam Workshop presence and want the simplest update workflow.
Best practices
- Generate a fresh GUID for every curation asset. Never reuse GUIDs from other asset types.
- Choose IDs in the 50000+ range to avoid collision with vanilla and established community mods.
- Always include an
English.datfile with a user-friendly display name. - Test the curation asset locally before submitting to the Steam Workshop.
- Document the curation asset's purpose in the Workshop description so players know what rules it applies before subscribing.
- Keep the icon texture at exactly 32x32 pixels to avoid scaling artifacts.
- Use the
Descriptionfield in each rule to document why the rule exists. The description is shown in the rules list UI. - Prefer the asset-based distribution path over web-hosted when the curator already uses the Steam Workshop for other mods.
- Version the curation asset by incrementing the asset metadata in the Workshop changelog with each rule update.
Advanced considerations
Curation assets in server networks with multiple labels
A server network that operates multiple server types (survival, roleplay, creative) can use a single curation asset with multiple labels. Each server is allowed by a ServerID rule and tagged with the appropriate label. The label system provides visual differentiation in the server browser without requiring separate curation assets per server type.
Combining asset-based and web-hosted rules for the same player
A player can enable multiple curation lists simultaneously. An asset-based curation list and a web-hosted curation list can both be active; the game processes all enabled lists and applies all matching rules. The order of rule processing across multiple lists depends on the order in which the player added the lists in the Curation menu.
Curation asset compatibility with server codes
The server code system (CopyServerCode in the server console, PageDown in the server lobby) provides the Steam ID that curation rules use in ServerID type rules. When authoring a curation asset that targets a specific server, use the CopyServerCode output from the server console or the PageDown clipboard output from the server lobby to obtain the exact Steam ID.
Appendix A: Curation asset .dat quick-reference template
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type ServerCuration
Name <InternalCurationName>
Labels
[
{
Name <LabelName>
Text <rich text display>
}
]
Rules
[
{
Action <Allow|Deny|Label>
Description <Why this rule exists>
Label <LabelName>
Type <Name|IPv4|ServerID>
<Regex|Filters|Values>
[
<value>
]
}
]Appendix B: Curation asset troubleshooting table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Curation asset not shown in Curation menu | Asset not enabled by the player | Navigate to Curation menu and enable the asset |
| Labels not appearing on servers | Curation asset not enabled, or rules do not match any server | Verify asset is enabled; test rules with a known server |
| Rules have no effect on server list | Action Deny servers hidden by player settings | Check server browser filter settings; Deny moves servers to bottom by default |
| Icon missing from curation menu | Icon field not set, or texture not in bundle | Add Icon field to Asset.dat; rebuild bundle |
| Icon appears stretched or distorted | Texture is not 32x32 pixels | Resize texture to exactly 32x32 pixels |
English.dat not taking effect | File name is wrong or file is in wrong folder | Confirm file is named English.dat in the curation asset folder |
| Rules apply incorrectly | Rule order is wrong | Rules are processed from top to bottom; reorder rules |
| Server ID rule does not match | Steam ID is incorrect | Verify the server's Steam ID using CopyServerCode |
| Curation asset not loading after update | Workshop update not complete | Wait for Steam to finish downloading the update; restart game |
Appendix C: Curation asset metadata for Workshop submission
When uploading a curation asset to the Steam Workshop, the following metadata fields are relevant.
| Workshop metadata field | Recommended value | Purpose |
|---|---|---|
| Title | Same as English.dat Name | The display title shown in the Workshop browser |
| Description | Brief explanation of what the curation list does | Helps players decide whether to subscribe |
| Preview image | 1024x512 or similar | Thumbnail shown in Workshop listings |
| Tags | Curation, Server Browser | Categorization for Workshop search |
| Visibility | Public | Private visibility prevents other players from subscribing |
| Change notes | Summary of changes per version | Documents update history for subscribers |
The Workshop item ID is generated at submission time and should be recorded in the mod project documentation. The item ID is distinct from the asset's numeric ID field in the .dat file.
Appendix D: Curation asset folder organization for multi-list projects
When a server network maintains multiple curation assets (one for verification, one for community recommendations, one for region filtering), the project folder structure should keep each curation list as a separate Workshop item with its own folder.
CurationProject/
├── NetworkVerification/
│ ├── Bundles/
│ │ └── NetworkVerificationIcon.unity3d
│ ├── ServerCuration/
│ │ └── NetworkVerification/
│ │ ├── Asset.dat
│ │ └── English.dat
│ └── Workshop.dat
├── CommunityPicks/
│ ├── Bundles/
│ │ └── CommunityPicksIcon.unity3d
│ ├── ServerCuration/
│ │ └── CommunityPicks/
│ │ ├── Asset.dat
│ │ └── English.dat
│ └── Workshop.dat
└── RegionFilter/
├── ServerCuration/
│ └── RegionFilter/
│ ├── Asset.dat
│ └── English.dat
└── Workshop.datEach curation list has its own Workshop item ID, its own GUID in the Asset.dat, and its own set of labels and rules. Players subscribe to the lists they want independently.
Appendix E: Curation asset lifecycle management
Curation assets, like any Steam Workshop item, benefit from structured lifecycle management.
| Phase | Action | Frequency |
|---|---|---|
| Authoring | Create the .dat and English.dat files, bundle icon texture | Per curation list |
| Testing | Enable in local Curation menu, verify rules apply | Before submission |
| Submission | Upload to Steam Workshop as a new item | Once per curation list |
| Update | Modify rules or labels, rebuild bundle, upload new version | As needed |
| Deprecation | Update Workshop description to indicate the list is no longer maintained | When discontinuing a list |
The lifecycle is simpler than item or map mods because curation assets have no mesh, texture, or code dependencies beyond the optional icon.
Appendix F: Curation asset diagnostic command reference
The following in-game and server console commands are relevant to curation asset debugging and management.
| Command | Context | Purpose |
|---|---|---|
| CopyServerCode | Server console | Copies the server Steam ID to the clipboard for use in ServerID rules |
| PageDown key | Server lobby screen | Copies server info including SteamId, IP, and name to the clipboard |
| @curation (if available) | Client console | Lists active curation assets (may vary by game version) |
The Steam ID obtained from CopyServerCode is the authoritative identifier for ServerID-type curation rules. The server ID is a 64-bit unsigned integer displayed in the format 85568392932910946 when copied from the server console or lobby screen.
Appendix G: Distribution path comparison
| Factor | Asset-based (Steam Workshop) | Web-hosted (URL) |
|---|---|---|
| Hosting | Steam Workshop infrastructure | Curator-managed web server |
| Updates | Automatic via Steam Workshop | Manual URL update required |
| Discovery | Steam Workshop browse and search | Link sharing only |
| Icon | Bundled 32x32 texture | URL-based icon fetch |
| Versioning | Workshop changelog | Manual file naming |
| Offline availability | Available after initial download | Requires internet on each use |
| Setup complexity | Workshop item creation + asset files | Web server + JSON/text file |
| Update latency | Steam download queue | Immediate on URL fetch |
Cross-references
- Server Browser Curation Reference - the full field reference for curation rules, labels, regex patterns, and IP filtering.
- Zombie Difficulty Asset Reference - the previous article in this section; covers the navmesh-based zombie difficulty configuration.
- Favorite Searches Reference - the next article; covers object editor favorite search presets.
- Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
Appendix H: Curation asset backup and recovery considerations
Curation assets that are distributed exclusively through the Steam Workshop depend on the Workshop infrastructure for availability. The following backup and recovery practices ensure continuity.
| Risk | Mitigation | Recovery |
|---|---|---|
| Workshop item removed by Steam | Maintain a local copy of the asset .dat and icon files | Re-upload to Workshop or switch to web-hosted distribution |
| Asset author loses access to Workshop account | Document the item ID and GUID in project records | Contact Steam support for account recovery |
| Asset rules become outdated | Version the asset and maintain changelogs | Publish an updated version |
| Web-hosted fallback needed | Keep a copy of the rules in a separate web-hosted format | Publish the URL as an alternative distribution path |
Maintaining a local backup of the curation asset files is the single most important recovery practice. The files are small and can be stored in version control alongside other mod project files.
Appendix I: Curation asset version management
When maintaining multiple versions of a curation asset, use the following convention for the Workshop changelog.
| Version | Change description example |
|---|---|
| 1.0 | Initial publication with network verification rules |
| 1.1 | Added two new Steam IDs for new servers |
| 1.2 | Updated regex patterns for server name matching |
| 2.0 | Added region-based labeling rules; reorganized rule order |
Each version bump should correspond to a meaningful change in the curation rules or labels. Minor changes (adding a single Steam ID) can be version 1.x. Major changes (restructuring the rule order, adding new labels) should be version 2.0.
Authoring checklist
Before publishing a server browser curation asset to the Steam Workshop, confirm the following:
- [ ] GUID is unique - generated fresh, not copied from another asset
- [ ] ID is in the 50000+ range
- [ ]
Type ServerCurationis present - [ ]
Labelsarray is correctly formatted with valid JSON-like syntax - [ ]
Rulesarray is correctly formatted - [ ] Each rule has
Action,Description, andTypefields - [ ]
English.datis authored withNameand optionalDescription - [ ] If icon is included, texture is 32x32 pixels and bundled correctly
- [ ] Tested in local game: enable from Curation menu, confirm rules apply
- [ ] Workshop description documents the curation list's purpose and scope
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full curation asset .dat field reference, asset packaging workflow, icon configuration, Workshop submission checklist. |
