.. _doc_item_asset_blueprints_inputitem: Blueprint Input Items ===================== Configuration for a required ingredient item in a :ref:`blueprint `. Value Format ------------ For straightforward cases, a simple one-liner format is supported: - {ID} - {ID} x {Amount} - this - this x {Amount} For examples: .. code-block:: unturneddat // 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 ``{ }`` :ref:`dictionary ` format. For example: .. code-block:: unturneddat InputItems [ { // First input item properties } { // Second input item properties } ] Properties `````````` .. list-table:: :widths: 40 40 20 :header-rows: 1 * - Property Name - Type - Default Value * - :ref:`Amount ` - :ref:`uint8 ` - ``1`` * - :ref:`AllowEmpty ` - :ref:`bool ` - ``false`` * - :ref:`AllowFull ` - :ref:`bool ` - ``true`` * - :ref:`AllowMaxQuality ` - :ref:`bool ` - ``true`` * - :ref:`CountEmptyAsOne ` - :ref:`bool ` - ``false`` * - :ref:`CountingMethod ` - :ref:`ECraftingInputCountingMethod ` - See description * - :ref:`Critical ` - :ref:`bool ` - ``false`` * - :ref:`Delete ` - :ref:`bool ` - ``true`` * - :ref:`ID ` - :ref:`Asset Pointer ` to :ref:`Item ` - * - :ref:`Prioritization ` - :ref:`ECraftingInputPrioritization ` - See description .. _doc_item_asset_blueprints_inputitem:ecraftinginputprioritization_enumeration: ECraftingInputPrioritization Enumeration ```````````````````````````````````````` .. list-table:: :widths: 25 75 :header-rows: 1 * - Named Value - Description * - ``LowestAmount`` - Sort items with lowest "amount" to front of list. * - ``HighestAmount`` - Sort items with highest "amount" to front of list. * - ``LowestQuality`` - Sort items with lowest quality% to front of list. * - ``HighestQuality`` - Sort items with highest quality% to front of list. .. _doc_item_asset_blueprints_inputitem:ecraftinginputcountingmethod_enumeration: ECraftingInputCountingMethod Enumeration ```````````````````````````````````````` .. list-table:: :widths: 25 75 :header-rows: 1 * - Named Value - Description * - ``TotalItems`` - Sum up number of items found, ignoring amount. * - ``TotalAmount`` - Sum up "amount" of each item. Optionally counting zero as one. ---- .. _doc_item_asset_blueprints_inputitem:amount: Amount :ref:`uint8 ` ``1`` :::::::::::::::::::::::::::::::::::::::::::::::::: Quantity of this item needed to craft the blueprint. Minimum value of one. ---- .. _doc_item_asset_blueprints_inputitem:allowempty: AllowEmpty :ref:`bool ` ``false`` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If true, items with an "amount" 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. ---- .. _doc_item_asset_blueprints_inputitem:allowfull: AllowFull :ref:`bool ` ``true`` ::::::::::::::::::::::::::::::::::::::::::::::::::::::: If true, items with an "amount" 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. ---- .. _doc_item_asset_blueprints_inputitem:allowmaxquality: AllowMaxQuality :ref:`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. ---- .. _doc_item_asset_blueprints_inputitem:countemptyasone: CountEmptyAsOne :ref:`bool ` ``false`` :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If true, items with an "amount" of zero are included in eligible supplies as amount 1. This option is used in vanilla for salvaging empty magazines. ---- .. _doc_item_asset_blueprints_inputitem:countingmethod: CountingMethod :ref:`ECraftingInputCountingMethod ` ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Determines how available amount of this input is calculated. Defaults to ``TotalItems`` unless ``Operation`` is ``FillTargetItem`` in which case ``TotalAmount`` is used. ---- .. _doc_item_asset_blueprints_inputitem:critical: Critical :ref:`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``. ---- .. _doc_item_asset_blueprints_inputitem:delete: Delete :ref:`bool ` ``true`` :::::::::::::::::::::::::::::::::::::::::::::::::::: If true, this item is consumed when crafting the blueprint. If false, this item is marked as a "Tool" in the crafting menu. (For example, a Saw item required to cut wood.) ---- .. _doc_item_asset_blueprints_inputitem:id: ID :ref:`Asset Pointer ` to :ref:`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. ---- .. _doc_item_asset_blueprints_inputitem:prioritization: Prioritization :ref:`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.