Blueprint Input Itemsļ
Configuration for a required ingredient item in a blueprint.
Value Formatļ
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 Formatļ
Unlike the shorter format above, using these properties requires the { }
dictionary format. For example:
InputItems
[
{
// First input item properties
}
{
// Second input item properties
}
]
Propertiesļ
Property Name |
Type |
Default Value |
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See description |
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ECraftingInputPrioritization Enumerationļ
Named Value |
Description |
---|---|
|
Sort items with lowest āamountā to front of list. |
|
Sort items with highest āamountā to front of list. |
|
Sort items with lowest quality% to front of list. |
|
Sort items with highest quality% to front of list. |
ECraftingInputCountingMethod Enumerationļ
Named Value |
Description |
---|---|
|
Sum up number of items found, ignoring amount. |
|
Sum up āamountā of each item. Optionally counting zero as one. |
Amount uint8 1
ļ
Quantity of this item needed to craft the blueprint. Minimum value of one.
AllowEmpty bool false
ļ
If true, items with an āamountā 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
operationās internal use.
AllowFull bool true
ļ
If true, items with an āamountā greather than or equal to their maximum amount are ignored. Otherwise, they are eligible (default).
This option exists primarily for the FillTargetItem
operationās internal use.
AllowMaxQuality bool true
ļ
If true, items with quality of 100% are eligible (default). Otherwise, they are ignored.
This option exists primarily for the RepairTargetItem
operationās internal use.
CountEmptyAsOne bool false
ļ
If true, items with an āamountā of zero are included in eligible supplies as amount 1.
This option is used in vanilla for salvaging empty magazines.
CountingMethod ECraftingInputCountingMethodļ
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
ļ
If true, the blueprint is hidden from the crafting menu if this input item is missing.
Useful for blueprints that arenāt 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
ļ
If true, this item is consumed when crafting the blueprint.
If false, this item is marked as a āToolā in the crafting menu. (For example, a Saw item required to cut wood.)
ID Asset Pointer to Item Assetļ
This property can also be set to a string value of this
, which will use the the owning assetās ID. Useful for Salvage blueprints to avoid accidentally writing the wrong ID.
Prioritization ECraftingInputPrioritizationļ
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.