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

Amount

uint8

1

AllowEmpty

bool

false

AllowFull

bool

true

AllowMaxQuality

bool

true

CountEmptyAsOne

bool

false

CountingMethod

ECraftingInputCountingMethod

See description

Critical

bool

false

Delete

bool

true

ID

Asset Pointer to Item

Prioritization

ECraftingInputPrioritization

See description

ECraftingInputPrioritization Enumeration

Named Value

Description

LowestAmount

Sort items with lowest ā€œamountā€ to front of list.

HighestAmount

Sort items with highest ā€œamountā€ to front of list.

LowestQuality

Sort items with lowest quality% to front of list.

HighestQuality

Sort items with highest quality% to front of list.

ECraftingInputCountingMethod Enumeration

Named Value

Description

TotalItems

Sum up number of items found, ignoring amount.

TotalAmount

Sum up ā€œamountā€ 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 ā€œamountā€ 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 ā€œamountā€ 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 ā€œamountā€ 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 ā€œToolā€ 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.