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
Property Name |
Type |
Default Value |
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See description |
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EBlueprintType Enumeration
Named Value |
Description |
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Blueprint appears in the “Ammunition” tab. |
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Blueprint appears in the “Apparel” tab. |
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Blueprint appears in the “Barricades” tab. |
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Blueprint appears in the “Furniture” tab. |
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Blueprint appears in the “Gear” tab. |
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Blueprint appears in the “Repair” tab. |
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Blueprint appears in the “Structures” tab. |
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Blueprint appears in the “Supplies” tab. |
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Blueprint appears in the “Tools” tab. |
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Blueprint appears in the “Utilities” tab. |
EBlueprintSkill Enumeration
Named Value |
Description |
---|---|
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No skill is required. |
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“Crafting” skill is required. |
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“Cooking” skill is required. |
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“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_#_AllowEmpty bool false
If true, items with an “amount” of zero—such as empty magazines—are treated as an amount of one. In vanilla this is used to enable salvaging empty magazines.
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
.
This property can also be set to a string value of this
, which will use the the owning item’s legacy ID. Useful for salvaging blueprints to avoid accidentally writing the wrong ID.
Blueprint_#_Supply_#_Prioritization enum
Controls which items are used first. Can be set to LowestAmount
or LowestQuality
.
LowestAmount
sorts items by their amount (e.g., number of bullets in magazine) from lowest to highest, and consumes the emptiest ones first.LowestQuality
sorts items by their quality from lowest (0%) to highest (100%), and consumes those nearest 0% first.
AMMO
type blueprints default to LowestAmount
, otherwise defaults to LowestQuality
.
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
.
Game Data File v2
Warning
Under construction! We might move this to a different page.
The game can auto-convert most blueprints to this new format! For more information, please refer to the ResaveAssets launch option.
Starting with version 3.25.5.0, Blueprints can be specified as a list rather than prefixing each property with Blueprint_#_
. For example:
Blueprints
[
{
// First blueprint properties
}
{
// Second blueprint properties
}
]
Each blueprint dictionary has the following properties:
Properties
Property Name |
Type |
Default Value |
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list of Asset Pointer to Tag Assets |
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Deprecated. |
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EBlueprintOperation Enumeration
Named Value |
Description |
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No special modification. |
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Restore target item to full quality. |
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Transfer amount from first input item to target item. |
CategoryTag Asset Pointer to Tag Assets
Determines which category the blueprint appears under in the crafting menu. Enables the creation of custom categories.
This replaces the Type
property which acted as both a hardcoded category and modified behavior of crafting.
Conditions Conditions
NPC conditions which must be met before the blueprint can be crafted.
Note
By default, the blueprint will be hidden until all of the conditions are met. If you have configured display text for your conditions you can enable VisibleWithUnmetConditions.
Effect Asset Pointer to Effect Assets
An effect to play upon successfully crafting.
InputItems list of Blueprint Input Items
Required ingredients/supplies needed to craft this 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.
Name string ""
Optional case-sensitive identifier in list of blueprints. Can be used, for example, to reference this blueprint from a context menu action or a list of prohibited blueprints.
Operation EBlueprintOperation None
Controls what blueprint does with input items.
OutputItems list of Blueprint Output Items
Items created by this blueprint.
Rewards Rewards
NPC rewards granted when crafting this 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.
Skill EBlueprintSkill None
The player must have leveled the specified skill in order to craft this blueprint. This property is used in conjunction with Skill_Level
.
Skill_Level int32 0
If the blueprint requires a skill, its level must be greater than or equal to this value. This property is used in conjunction with Skill
.
StateTransfer bool false
Transfer the current state the first input item 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).
StateTransfer_DeleteAttachments bool false
If true
and StateTransfer
is enabled, any output guns will have all of their attachments deleted.
Type EBlueprintType
Should not be used. Type acted as both a hardcoded category and modified behavior of crafting. These have been separated into the CategoryTag
and Operation
properties instead.
VisibleWithUnmetConditions bool false
If true, blueprint can become visible in the crafting list even when NPC conditions are not met. This should typically only be enabled if all conditions are configured to be visible in the details panel. Otherwise, the default “conditions unmet” label isn’t very informative for players.