Blueprints
Blueprints can be added to items. These function as “crafting recipes”, which allow players to craft other items, or even modify the state of the current item. Blueprints are not restricted to affecting the item they have been added to, and a blueprint’s inputs and outputs can consist entirely of unrelated items.
Context actions are able to reference blueprints. Depending on the type of blueprint added to the item, the game may automatically generate a corresponding context action as well.
Game Data File
The Blueprints
, Blueprint_#_Type
, Blueprint_#_Supplies
, and Blueprint_#_Supply_#_ID
properties are required by all blueprints. Blueprints also require that an output has been configured.
There are two methods available for configuring an output. When a blueprint only needs to output one item ID, the Blueprint_#_Products
and Blueprint_#_Product
properties can be used. Alternatively, blueprints can use the Blueprint_#_Outputs
, Blueprint_#_Output_#_ID
, and Blueprint_#_Output_#_Amount
properties to output multiple, different item IDs.
It is very common that a blueprint will also use the Blueprint_#_Build
, Blueprint_#_Tool
, or Blueprint_#_Skill
properties. Other properties for blueprints have more niche uses, and are less common.
Properties
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Type |
Default Value |
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EBlueprintType Enumeration
Named Value |
Description |
---|---|
|
Blueprint appears in the “Ammunition” tab. |
|
Blueprint appears in the “Apparel” tab. |
|
Blueprint appears in the “Barricades” tab. |
|
Blueprint appears in the “Furniture” tab. |
|
Blueprint appears in the “Gear” tab. |
|
Blueprint appears in the “Repair” tab. |
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Blueprint appears in the “Structures” tab. |
|
Blueprint appears in the “Supplies” tab. |
|
Blueprint appears in the “Tools” tab. |
|
Blueprint appears in the “Utilities” tab. |
EBlueprintSkill Enumeration
Named Value |
Description |
---|---|
|
No skill is required. |
|
“Crafting” skill is required. |
|
“Cooking” skill is required. |
|
“Engineer” skill is required. |
Property Descriptions
Blueprint_#_Build GUID or uint16
GUID or legacy ID of an audio effect to play upon crafting.
Blueprint_#_Level uint8 0
If the blueprint requires a skill, its level must be equal to this value. This property is used in conjunction with Blueprint_#_Skill
.
Blueprint_#_Map string
Name of a map that this blueprint is restricted to. The blueprint will only be visible while on this map. For other maps, the blueprint is hidden from view.
Blueprint_#_Origin EItemOrigin Craft
Set the item origin. For example, setting the origin to Admin
will cause items to spawn at full quality. This property requires Blueprint_#_Product
.
Blueprint_#_Output_#_Amount uint8 0
Quantity of the product created. For example, a quantity value of 2
would create two of the item specified in Blueprint_#_Output_#_ID
.
Blueprint_#_Output_#_ID uint16 0
Legacy ID of an item created as a product (i.e., an output that is provided after crafting the blueprint). This property requires Blueprint_#_Outputs
.
Blueprint_#_Output_#_Origin EItemOrigin Craft
Set the item origin. For example, setting the origin to Admin
will cause items to spawn at full quality. This property requires Blueprint_#_Output_#_ID
.
Blueprint_#_Outputs uint8 0
Total number of Blueprint_#_Output_#_ID
properties that have been configured.
Blueprint_#_Product uint16
Legacy ID of the item created as the product (i.e., an output that is provided after crafting the blueprint). To output multiple different items, refer to the Blueprint_#_Outputs
and Blueprint_#_Output_#_ID
properties instead.
When left unconfigured, this property will default to the value of the parent item’s ID
value.
Blueprint_#_Products uint8 1
Quantity of the product created. For example, a quantity value of 2
would create two of the item specified in Blueprint_#_Product
. This property requires that Blueprint_#_Product
has been set.
Blueprint_#_Searchable bool true
When true
, this blueprint is visible in the search results even when the player lacks the required items. This property can be used to hide blueprints intended for debugging that are not acquirable through normal gameplay.
Blueprint_#_Skill EBlueprintSkill None
The player must have leveled the specified skill in order to craft this blueprint. When set to Cook
, the player will also need to be next to a heat source (such as a lit Campfire). This property is used in conjunction with Blueprint_#_Level
.
Blueprint_#_State_Transfer flag
Transfer the current state of any supplies to the product, when applicable. For example, some states that can be transferred include: amount (e.g., rounds in an ammunition box), quality percentage, selected firing mode, or fuel units (e.g., from a gas can).
Blueprint_#_State_Transfer_Delete_Attachments bool false
If true
and State_Transfer
is enabled, any output guns will have all of their attachments deleted.
Blueprint_#_Supplies uint8 0
Total number of Blueprint_#_Supply_#_ID
properties that have been configured.
Blueprint_#_Supply_#_Amount uint8 0
Quantity of the supply required. For example, a quantity value of 2
would require two of the item specified in Blueprint_#_Supply_#_ID
.
Blueprint_#_Supply_#_Critical flag
The blueprint is only visible while the player has this supply. This property requires Blueprint_#_Supply_#_ID
.
Blueprint_#_Supply_#_ID uint16
Legacy ID of an item that is required as a supply (i.e., an input that is consumed when crafting the blueprint). This property requires Blueprint_#_Supplies
.
Can also be set to a string “this” to use the owning item’s legacy ID. Useful for salvaging blueprints to avoid accidentally writing the wrong ID.
Blueprint_#_Tool uint16 0
Legacy ID of an item that is required as a “tool” for this blueprint. This item is not consumed when the blueprint is crafted.
Blueprint_#_Tool_Critical flag
If the blueprint requires a tool, it will only be visible while the player has that tool. This property requires Blueprint_#_Tool
.
Blueprint_#_Type EBlueprintType
This value determines which tab of the crafting menu that this blueprint appears under. All blueprints require that this has been configured.
Blueprints int 0
Total number of blueprints. All blueprints require that this has been configured.
Conditions and Rewards
Blueprints can use quest conditions and rewards. A common usage is to make it so a blueprint is only available during a seasonal event. For more information, refer to the documentation for Conditions and Rewards respectively.
Blueprint conditions and rewards are prefixed with Blueprint_#_
. For example, Blueprint_0_Condition_0_Type Holiday
.