Blueprints
Blueprints int: Total number of blueprints.
Blueprint_#_Type enum (Ammo, Apparel, Barricade, Furniture, Gear, Repair, Structure, Supply, Tool, Utilities): Section of the crafting menu that the blueprint listing should appear under.
Blueprint_#_Supplies int: Total number of unique supplies required for the blueprint.
Blueprint_#_Supply_#_ID int16: ID of the unique supply required.
Blueprint_#_Supply_#_Amount int: Quantity of the unique supply required.
Blueprint_#_Supply_#_Critical flag: The unique supply is a prerequisite to showing the blueprint listing.
Blueprint_#_State_Transfer flag: Transfer current state of supplies to product.
Blueprint_#_Tool int16: ID of the unique non-consumed tool required.
Blueprint_#_Tool_Critical flag: The unique non-consumed tool is a prerequisite to showing the blueprint listing.
Blueprint_#_Level int: Skill level required.
Blueprint_#_Skill enum (Cook, Craft, None, Repair): The skill required. If value is set to “Cook”, then the player will also need to be next to a heat source (such as a lit Campfire).
Blueprint_#_Build int16 or GUID: ID or GUID of auditory effect to play upon crafting.
Blueprint_#_Map string: Name of the map that the blueprint is restricted to.
Blueprint_#_Searchable bool: If true, blueprint can be visible in search results without the required items. Defaults to true. Useful to hide debug blueprints that are not acquirable through gameplay.
Product Properties
Product properties are used for blueprints where only one unique item is outputted. Output properties are used for blueprints that should output multiple unique items.
Blueprint_#_Product int16: ID of the product created.
Blueprint_#_Products int: Quantity of the product created.
Blueprint_#_Outputs int: Total number of unique products created.
Blueprint_#_Output_#_ID int16: ID of the unique product created.
Blueprint_#_Output_#_Amount int: Quantity of the unique product created.
Conditions
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.