sorry to revive such a dead thread, but if i wanted to "enable" a mod that hasnt already been whitelisted by a mod creator, what line of code do i need to replace in order to make this mod function with X mod?
for instance, i have a few duplicate blueprint packs that i've already learned, for mods that arent "supported". i could take these packs to the prism freeport, and turn them in for points, but if i could unpack them, i could use the individual blueprints instead, and either get a bunch more points with the freeport, or use them with the Industrial Evolution mod, and reverse engineer ships that i dont have blueprints for already, and overwrite the
plethora of blueprints i would get from unpacking the pack.
so here's what im looking at. i have 2 of these "Ork" packs from the Bultach Coalition mod that i've already learned.
here's the code in the special_items.csv
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
which of all of this do i replace with "data.scripts.UnpackBlueprints", like stated in a previous post?
this way, i can repeat the process for other mods that arent inherently "supported out of the box" by this mod.