๐Ÿ“˜Blueprint Items Guide

Blueprints are special items that control access to crafting specific recipes. When enabled, players must own a blueprint in their inventory to see or craft an item.

This system is great for:

  • Controlling powerful or illegal item crafting

  • Creating lootable or tradable crafting knowledge

  • Adding progression and exclusivity to your server


๐Ÿงฉ How Blueprint Items Work

Each crafting recipe can require a blueprint item by setting:

UseBlueprint = true,
BlueprintItem = "blueprint_pistol",
  • If the player doesnโ€™t own the blueprint, the item will not appear in the crafting UI (unless ShowOnList = true)

  • If RemoveBlueprint = true, the blueprint is consumed after crafting


๐Ÿ› ๏ธ Step-by-Step: Creating a Blueprint Item

1๏ธโƒฃ Add the Blueprint to Your Inventory System

For ox_inventory:

Add to your data/items.lua:

For qb-inventory / ps-inventory:

Add to your shared.lua or database as:

๐Ÿ’ก Donโ€™t forget to add the corresponding image (blueprint_pistol.png) to your inventory image directory!


2๏ธโƒฃ Add the Blueprint to a Recipe

In your crafting table config (PreSetTables or PlaceableTables), define the item like this:


๐Ÿง  Explanation of Key Fields

Field
Description

UseBlueprint

Enables blueprint requirement

BlueprintItem

Name of the required item

RemoveBlueprint

If true, consumes the item when crafting

ShowOnList

If false, hides the item until player owns the blueprint


๐ŸŽ How to Give Blueprints to Players

You can distribute blueprints through:

  • Loot tables or crates

  • Shop systems

  • Crafting them from other recipes

  • Job or gang rewards

  • Admin commands or events:


๐Ÿ’ก Tips

  • Blueprints can be made tradable between players for an in-game economy.

  • You can create tiered blueprints (e.g., blueprint_sniper, blueprint_explosive) for advanced items.

  • Combine blueprints with XP and level requirements for full progression.

Last updated