Low_weapons1 is the group id in the group column, and presumably determines a chance of being chosen among other entries of that group during any operation that would generate loot of that group type. I'll summarize for anyone needing this info as well. Ok, after taking a few minutes to look a little more in depth, it appears to make sense. As long as the tags are linked to a blueprint package, then adding that tag under "knownHulls" and the hull definition under "priorityHulls" would be enough for the faction to only spawn those ships (with variants overridden) and still have those blueprints available as single blueprints and packages? *Edit* Part of what I am also asking is: Are these just different ways to implement the same thing on a faction by faction basis? For instance, I can limit hulls by blueprint tags or hull definitions but I don't necessarily need both. for them to show up in salvage and the tech-related packages? Or can I make custom tags and packages spawn in salvage (without scripts)?Īnd if I add a blueprint package to special items that targets blueprints based on a blueprint tag linked to multiple hulls/weapons, how often will that package show up in salvage? Any way to modify that percentage? So, do I have to implement all weapons under base_bp, rare_bp, lowtech_bp, midline_bp, hightech_bp, etc. How are those items under each tag distributed between packages and single hull/weapon blueprints in salvage? Are there any examples?ĭo only research stations give packages, and how often, for instance? I am curious about the relationship between hull and weapon csv tags (such as midline_bp/pirate_bp) and the packages that unlock them.
STARSECTOR BLUEPRINTS HOW TO
Thanks that helps me understand some of the limitations on how to get blueprints and confirms some of my suspicions on spawning. Can they be locked or unlocked with skills, or based on faction reputation such as with weapons bought wholesale? Or are they strictly limited to procgen (with the thing determining drop rate being the rare_bp tag) and raiding? I have created 3 tiers for each tech doctrine, and I want the first tier to be purchasable at favorable, the 2nd tier to unlock at welcoming and the 3rd tier to unlock only at "friendly" and above for specific factions. How are blueprint packages, specifically, distributed to the player, and do they unlock everything in that package all at once or a single bp of the set?Īre they sold in markets? (I've browsed a few and haven't seen any).
![starsector blueprints starsector blueprints](https://i.imgur.com/soCWId4.jpg)
I have a couple more questions about blueprint packages those sources don't completely cover: I recently familiarized myself with the wiki on blueprint modding and 0.9 compatibility to start campaign balance and though I have a pretty good understanding of how the blueprint system works in general and with faction spawning in the campaign.