.. _doc_assets_crafting_blacklist: Crafting Blacklist Assets ========================= 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 :ref:`Asset Pointers `: Any blueprints consuming these items cannot be crafted. For example (blacklisted items are highlighted): .. code-block:: unturnedasset :linenos: :emphasize-lines: 4, 7-10, 13-16 Input_Items [ // Orange Hoodie "GUID" "67c76cdf16024bf68b6e5d14d4c617ab" // Individual items can also be enclosed in brackets { } { // Eaglefire GUID b03d581a5c1a490f995f8deba57b0f17 } // Jeans dab78cc4d66645bfb8169be7c15cf876 55c69817a31448b685c7f788ec7d2d0c bdae9d26ca704d729b2b0f34812d2a36 67a6ec52e4b24ffd89f75ceee0eb5179 ] **Output_Items** array of Item :ref:`Asset Pointers `: Any blueprints generating these items cannot be crafted. **Blueprints** array: Prevent specific individual blueprints from being crafted. Each entry has an ``Item`` :ref:`Asset Pointer ` and one of ``BlueprintName`` string or ``Blueprint`` index. For example, to prevent the Chef Hat from being salvaged: .. code-block:: unturnedasset Blueprints [ { Item a6099002318e4d58b8e59d431bcf1b8a BlueprintName Salvage } ] .. note:: ``BlueprintName`` should be used instead of ``Blueprint`` (index) where possible because the index may change if the item's 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.