For this example, I'll be using different vanilla items from the vanilla basegame items to show how to configure these settings.
Structures:
Stone Ceiling/Hatchframe
Vanilla crafting requirements: 60x stone, 20x thatch, 30x wood
>>We'll be using this example to change ONLY the number of each item required, not the base materials.
ConfigOverrideItemCraftingCosts=(
// This value will remain constant throughout all variations. //
ItemClassString="PrimalItemStructure_StoneCeiling_C",
// This is where we'll be specifying the item that we're changing the crafting costs of; note that this value is the CLASS STRING for the item, not its blueprint path //
BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Stone_C",BaseResourceRequirement=30,bCraftingRequireExactResourceType=False),
// This section of the string begins the listing the resources required for the craft; note that the values are 50% of the original value; meaning we're making these pieces require half of the overall vanilla cost. //
(ResourceItemTypeString="PrimalItemResource_Thatch_C",BaseResourceRequirement=10,bCraftingRequireExactResourceType=False),
// Repeating the process with the next resource. //
(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=15,bCraftingRequireExactResourceType=False)))
// Repeating the process for the final resource, along with closing all of our previous parantheses. If hand-keying these configurations, using a program such as VSCode makes keeping your code accurate & organized much easier. //
Final Product: