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Author Topic: How to declare blueprints?  (Read 2576 times)

nathan67003

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How to declare blueprints?
« on: July 14, 2021, 02:51:33 PM »

I've used a small portion of a tutorial and was able to do the mod_info.json easily, but I want to make a bunch of blueprints (not blueprint packages) for a dozen or so items and I can't figure out how to do it from the tutorial. Could anybody point me to (or show me) an example?

The tutorial showed how to do it for a blueprint package, which involved a settings.json to point to the package graphics and a specialitems csv to set up the package's properties.

EDIT: Just checked the wiki and it only talks about ship, weapon and fighter wing blueprints (and mentions industry blueprints, but says nothing more so I don't even know what those are), which doesn't really help in my case (I want to add blueprints for alpha, beta and gamma cores as well as for all special items (ex. soil nanites)).
« Last Edit: July 14, 2021, 02:57:03 PM by nathan67003 »
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Yunru

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Re: How to declare blueprints?
« Reply #1 on: July 14, 2021, 03:14:33 PM »

Rare blueprints are procedurally generated. You don't have to do anything regarding them except the rare_bp tag.

That said, I'm not sure the custom production interface could even handle such a thing. Where would you order cores to?

nathan67003

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Re: How to declare blueprints?
« Reply #2 on: July 14, 2021, 03:18:12 PM »

Oh, so just the same way you add tags to ships and weapons? So if I didn't want the blueprint to drop on exploration or raiding I'd do no_bp_drop as the tag in special_items.csv? Or would it be no_drop?

To be more clear, I want the blueprint item to exist but to not be obtainable via salvage or raiding.
« Last Edit: July 14, 2021, 03:22:08 PM by nathan67003 »
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Yunru

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Re: How to declare blueprints?
« Reply #3 on: July 14, 2021, 03:19:56 PM »

I'm unsure. It'd probably either work (and run into the whole unorderable problem), not work, or crash the game.

nathan67003

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Re: How to declare blueprints?
« Reply #4 on: July 14, 2021, 03:25:14 PM »

Unorderable? As in it's impossible to acquire?
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nathan67003

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Re: How to declare blueprints?
« Reply #5 on: July 14, 2021, 03:28:59 PM »

Oh and just noticed your question about custom production; ideally I'd shove it into a new tab and it'd work like it does with any ship, weapon, etc.
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nathan67003

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Re: How to declare blueprints?
« Reply #6 on: July 14, 2021, 04:44:35 PM »

So I've tried just adding the tag and it didn't work. If what I'm getting from my attempts at using ConsoleCommands to add the bp item to my inventory is correct, there's no _bp that exists for special items (ex. corrupted_nanoforge) or commodities (ex. alpha ai core).

So, uh, how would I go about making such a thing as special_bp?
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Harmful Mechanic

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Re: How to declare blueprints?
« Reply #7 on: July 14, 2021, 06:05:55 PM »

I believe 'no_drop' should take care of raiding and salvage both - but try it out.
« Last Edit: July 14, 2021, 07:19:53 PM by Harmful Mechanic »
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nathan67003

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Re: How to declare blueprints?
« Reply #8 on: July 14, 2021, 07:25:32 PM »

That might work, but I have absolutely no idea how to test it/give myself the item to make sure it's working, as I don't know the id it would have (it wouldn't be ship_bp, weapon_bp, wing_bp or industry_bp).
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Harmful Mechanic

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Re: How to declare blueprints?
« Reply #9 on: July 14, 2021, 07:43:42 PM »

I genuinely have no idea if you can create blueprints for special items at all, so it has as good a chance of working as anything.
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nathan67003

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Re: How to declare blueprints?
« Reply #10 on: July 14, 2021, 08:29:20 PM »

Tried; no indication it worked as far as I could determine with ConsoleCommands. Short of playing for X hours with it tagged rare_bp until I find one, I've no clue how to verify it.

As far as I can tell, I have to create a new bp subsystem for items that aren't ships, weapons or figher wings.
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nathan67003

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Re: How to declare blueprints?
« Reply #11 on: July 15, 2021, 07:15:22 AM »

I'll try and see if a blueprint package could work, just for the thought of it.

EDIT: Nvm, you need to first have an item that has a blueprint...
« Last Edit: July 15, 2021, 07:20:09 AM by nathan67003 »
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SafariJohn

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Re: How to declare blueprints?
« Reply #12 on: July 15, 2021, 09:10:47 AM »

Only blueprints for ships, fighters, weapons, and industries plug into the game's build UIs. If you want to let the player build other things you will have to implement the build interface yourself, for example the Roider Union's conversion dialog or Tiandong Heavy Industry's retrofit submarket.
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nathan67003

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Re: How to declare blueprints?
« Reply #13 on: July 15, 2021, 07:41:03 PM »

Aaah, k. I'll check those out to see how they do it, get me some idea of where to go. Sure beats fiddling with the .jar files, anyway...

Thanks to all!
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.