REALLY hope the other creators pick this up.As long as the added package still calls [...]MultiBlueprintItemPlugin in the special_items.csv, you can manually change it to "data.scripts.UnpackBlueprints" and it should work without issue (although I haven't personally tested it).
VERY nice idea.
I seem to have found a glitch with the mod, whenever I unpack a High Tech Blueprint Package, it gives me all the blueprints, but it doesn't delete the blueprint package so I can keep unpacking it to infinity. After some more testing, It might be a conflict with another mod since every Package seems to do it after being opened once.ive also run into this bug as well
As long as the added package still calls [...]MultiBlueprintItemPlugin in the special_items.csv, you can manually change it to "data.scripts.UnpackBlueprints" and it should work without issue (although I haven't personally tested it).
If it doesn't call MultiBlueprintItenPlugin then it's doing something special and I would advise against changing it.
I seem to have found a glitch with the mod, whenever I unpack a High Tech Blueprint Package, it gives me all the blueprints, but it doesn't delete the blueprint package so I can keep unpacking it to infinity. After some more testing, It might be a conflict with another mod since every Package seems to do it after being opened once.It happens with all blueprint packages
Hmm, I'd download to check it out, but that would require a nexus mods accounts.
You changed the entirety of plugin entry to data.scripts.UnpackBlueprints?
Was it originally something ending in MultiBlueprintItemPlugin?
Follow up question: Is UnpackBlueprints an active mod for you?
It happens with all blueprint packages
Ah yeah, find and replace would explain it. MultiBlueprintItemPlugin is just the end bit of a very long address, all of which needs to be replaced, otherwise the fame will be looking in a non-existent location.Hmm, I'd download to check it out, but that would require a nexus mods accounts.
You changed the entirety of plugin entry to data.scripts.UnpackBlueprints?
Was it originally something ending in MultiBlueprintItemPlugin?
Follow up question: Is UnpackBlueprints an active mod for you?
Maybe you can tell me if this is the right way to do it, but I went into AO's Special_Items.csv, ctrl f'd, clicked find all and replaced everything "MultiBlueprintItemPlugin" with (with and without quotations) "data.scripts.UnpackBlueprints" a few times and nuffin. The launcher says it's enabled but I had a similar issue with a mod failing to initialize (if that is infact happening) with Quality Captains' 1.0.8 update. I had to modify the mod.json to get that one to work, uncommenting a line but I did not check for that with this mod.
Ah yeah, find and replace would explain it. MultiBlueprintItemPlugin is just the end bit of a very long address, all of which needs to be replaced, otherwise the fame will be looking in a non-existent location.
BUG?
BUG?
I'm not sure what you're trying to do or what you did but if you're editing unpack's files to add another mod's special_items.csv to unpack, stop right there. If you want HMI's BPs to unpack like Vanilla's, go to HMI/data/campaign/special_items.csv
Once that is open, check the list of BPs and see if they call "MultiBlueprintItemPlugin". If they do, select that entire call (example from Magellan: "com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin") replace it with "data.scripts.UnpackBlueprints" no quotations.
Edit 2: I got it working and it worked out great. I am going to slowly go through my mods making the changes but not to quickly like I did before and got the error, I wasn't sure at that point which mods messed it up so I replaced the few that I had edited. Now that I know what I am doing and have it working I will slowly patch them up as I come across the blueprints.
Starsector's CSVs are comma separated, thus if a description has a comma in it, it needs quotation to say "this isn't a new field".
If it doesn't have a comma in its description, it doesn't need quotation (although adding quotation won't break anything).
Doesn't work well with some mod probably, I was having a blueprint that never "depop" and so could generate infinite number of blueprint.Yes, that does seem to be an elusive phantom that I can't seem to track down.
@Override
protected boolean areAllKnown(List<String> ships, List<String> weapons, List<String> fighters) {
return false;
}
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded, CargoTransferHandlerAPI transferHandler, Object stackSource) {
super.createTooltip(tooltip, expanded, transferHandler, stackSource);
float pad = 3f;
float opad = 10f;
float small = 5f;
public void createTooltip(TooltipMakerAPI tooltip, boolean expanded, CargoTransferHandlerAPI transferHandler, Object stackSource) {
float pad = 3f;
float opad = 10f;
float small = 5f;
tooltip.addTitle(getName());
String design = getDesignType();
Misc.addDesignTypePara(tooltip, design, opad);
if (!spec.getDesc().isEmpty()) {
Color c = Misc.getGrayColor();
tooltip.addPara(spec.getDesc(), c, opad);
}
name,id,tags,tech/manufacturer,rarity,base price,stack size,cargo space,baseRaidDanger,icon,sound id,sound id drop,plugin,plugin params,desc,order
Skrapper Full Database,ork_project_package,package_bp,Skrapper,3,30000,1000,1,,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin,ork_project_bp,ork thingie ,240