Blueprint Input Items
Configuration for a required ingredient item in a blueprint.
Value Format
For straightforward cases, a simple one-liner format is supported:
{ID}
{ID} x {Amount}
this
this x {Amount}
For examples:
// Canned Beans:
78fefdd23def4ab6ac8301adfcc3b2d4
// Or, using Canned Beans' legacy ID:
13
// Two cans of beans:
13 x 2
// Owning asset:
this
// Two of owning asset:
this x 2
Dictionary Format
Unlike the shorter format above, using these properties requires the { }
dictionary format. For example:
InputItems
[
{
// First input item properties
}
{
// Second input item properties
}
]
Properties
Property Name |
Type |
Default Value |
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See description |
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ECraftingInputPrioritization Enumeration
Named Value |
Description |
---|---|
|
Sort items with lowest “amount” to front of list. |
|
Sort items with highest “amount” to front of list. |
|
Sort items with lowest quality% to front of list. |
|
Sort items with highest quality% to front of list. |
ECraftingInputCountingMethod Enumeration
Named Value |
Description |
---|---|
|
Sum up number of items found, ignoring amount. |
|
Sum up “amount” of each item. Optionally counting zero as one. |
Amount uint8 1
Quantity of this item needed to craft the blueprint. Minimum value of one.
AllowEmpty bool false
If true, items with an “amount” of zero are included in eligible supplies. Otherwise, they are ignored (default).
Defaults to true
if CountEmptyAsOne
is true.
This option exists primarily for the FillTargetItem
operation’s internal use.
AllowFull bool true
If true, items with an “amount” greather than or equal to their maximum amount are ignored. Otherwise, they are eligible (default).
This option exists primarily for the FillTargetItem
operation’s internal use.
AllowMaxQuality bool true
If true, items with quality of 100% are eligible (default). Otherwise, they are ignored.
This option exists primarily for the RepairTargetItem
operation’s internal use.
CountEmptyAsOne bool false
If true, items with an “amount” of zero are included in eligible supplies as amount 1.
This option is used in vanilla for salvaging empty magazines.
CountingMethod ECraftingInputCountingMethod
Determines how available amount of this input is calculated.
Defaults to TotalItems
unless Operation
is FillTargetItem
in which case TotalAmount
is used.
Critical bool false
If true, the blueprint is hidden from the crafting menu if this input item is missing.
Useful for blueprints that aren’t relevant to the player without a specific item. For example, the first input item of a FillTargetItem
blueprint is often marked Critical
.
Delete bool true
If true, this item is consumed when crafting the blueprint.
If false, this item is marked as a “Tool” in the crafting menu. (For example, a Saw item required to cut wood.)
ID Asset Pointer to Item Asset
This property can also be set to a string value of this
, which will use the the owning asset’s ID. Useful for Salvage blueprints to avoid accidentally writing the wrong ID.
Prioritization ECraftingInputPrioritization
Controls which items are used first. For example, whether to use the lowest quality items first.
Defaults to LowestQuality
unless Operation
is FillTargetItem
in which case LowestAmount
is used.