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4 · Blueprints

Nord Crafting v6.2.0

Install blueprint items, create technical drawings, manage quality/uses and gate recipes through metadata.

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blueprints

Blueprint System Overview

Nord Crafting v6.2.0 4 · Blueprints

Blueprints are metadata-rich inventory items used to unlock or authorize recipes. A blueprint definition is stored in: nord_crafting_blueprints Each definition can include: Stable blueprint ID. Label. Item/material requirements for drafting. Maximum uses. Imag...

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Blueprint Item Installation

Nord Crafting v6.2.0 4 · Blueprints

The blueprint system requires the inventory item: blueprint Nord Inventory Use Nord Crafting's automatic installation workflow. The auto-installer is intended only for nord_inventory. After first boot, verify blueprint is present in the Nord Inventory item r...

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Drafting & Quality

Nord Crafting v6.2.0 4 · Blueprints

Blueprint benches can open the drafting interface. The client sends the detected blueprint type and drawing quality to the server. Server validation The server: Normalizes the detected blueprint ID. Confirms the definition exists in the database. Clamps qualit...

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Blueprint Metadata & Uses

Nord Crafting v6.2.0 4 · Blueprints

A generated blueprint contains metadata similar to: { label = 'Pistol Blueprint (85%)', description = 'Projeto técnico avançado\nUtilizações: 3/3', blueprint = true, blueprint_id = 'pistol', quality = 85, uses = 3, max_uses = 3, ...

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blueprints

Blueprint-Gated Recipes

Nord Crafting v6.2.0 4 · Blueprints

A recipe can require a blueprint type. Database-backed recipes use: use_blueprint blueprint_type The server searches the player's inventory for an item named blueprint whose metadata contains the matching blueprint_id. Example concept: use_blueprint = 1 blue...

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Blueprint Developer API

Nord Crafting v6.2.0 4 · Blueprints

Server exports exports['nord_crafting']:GetPlayerBlueprintRecipes(source) exports['nord_crafting']:GetBlueprintDefinition('pistol') exports['nord_crafting']:BuildBlueprintMetadata(blueprintRow, 85) exports['nord_crafting']:CreateBlueprintItem(source, 'pistol',...

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blueprints