Crafting Blacklist Assetsο
Prevents specific items or blueprints from being used while crafting. They are hidden from the item quick actions menu and recipe list.
Type string: SDG.Unturned.CraftingBlacklistAsset
Input_Items array of Item Asset Pointers: Any blueprints consuming these items cannot be crafted. For example (blacklisted items are highlighted):
1Input_Items
2[
3 // Orange Hoodie
4 "GUID" "67c76cdf16024bf68b6e5d14d4c617ab"
5
6 // Individual items can also be enclosed in brackets { }
7 {
8 // Eaglefire
9 GUID b03d581a5c1a490f995f8deba57b0f17
10 }
11
12 // Jeans
13 dab78cc4d66645bfb8169be7c15cf876
14 55c69817a31448b685c7f788ec7d2d0c
15 bdae9d26ca704d729b2b0f34812d2a36
16 67a6ec52e4b24ffd89f75ceee0eb5179
17]
Output_Items array of Item Asset Pointers: Any blueprints generating these items cannot be crafted.
Blueprints array: Prevent specific individual blueprints from being crafted. Each entry has an Item
Asset Pointer and one of BlueprintName
string or Blueprint
index. For example, to prevent the Chef Hat from being salvaged:
Blueprints
[
{
Item a6099002318e4d58b8e59d431bcf1b8a
BlueprintName Salvage
}
]
Note
BlueprintName
should be used instead of Blueprint
(index) where possible because the index may change if the itemβs Blueprints list is reorganized. This requires specifying a Name
in the blueprint, however.
Allow_Core_Blueprints bool: Defaults to true
. If false
, blueprints from the vanilla/built-in items are not allowed.