Hi guys,
I was trying to make a mod to craft spacesuit emps with easy to find materials.
I was trying to basically copy the Early SETA mod that is already present on nexus mods.
The code for that mod seemed quite simple, I'll copy it here.
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//ware[@id='inv_timewarp']/production/primary/ware[@ware='inv_damagedsingularityengine']/@ware">inv_interfaceunit</replace>
<remove sel="//ware[@id='inv_timewarp']/production/primary/ware[@ware='inv_fluxcapacitor']"/>
<remove sel="//ware[@id='inv_timewarp']/production/primary/ware[@ware='inv_programmablefieldarray']"/>
</diff>
My reasoning was that by substituting all the parts concerning SETA with those concerning the spacesuit EMP I would have obtained a similar effect, which is to make spacesuit EMP craftable with just one interface unit. Unfortunately it didn't go as planned and it's not working.
I wrote down something like this:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//ware[@id='inv_spacesuitemp']/production/primary/ware[@ware='inv_lodestone']/@ware">inv_interfaceunit</replace>
<remove sel="//ware[@id='inv_spacesuitemp']/production/primary/ware[@ware='inv_remotedetonator']"/>
<remove sel="//ware[@id='inv_spacesuitemp']/production/primary/ware[@ware='inv_securecontainer']"/>
</diff>
If anybody could enlighten me I would be very grateful
[Looking for Mod] Changing Spacesuit EMP materials
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Looking for Mod] Changing Spacesuit EMP materials
The ID's you guessed are wrong. The code for the SETA is:
and for the EMP spacesuit bomb:
With those, fix your replacements, and I think it should work.
Another option, which I personally used, is to increase the amount of available secure containers at trade points. Those always seemed to be out of stock for me. Increasing those amounts was enough for me to be able to craft all the EMP bombs I needed to get all the blueprints.
Code: Select all
<ware id="inv_timewarp" name="{20201,17401}" description="{20201,17402}" transport="inventory" volume="1" tags="crafting disallowdrop inventory">
<price min="1" average="1" max="2" />
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_damagedsingularityengine" amount="1" />
<ware ware="inv_fluxcapacitor" amount="1" />
<ware ware="inv_programmablefieldarray" amount="1" />
</primary>
</production>
<container ref="sm_gen_wares_rare_01_macro" />
<icon video="ware_inventory_generic_macro" />
<sources>
<source type="{20224,51}" />
</sources>
</ware>
Code: Select all
<ware id="bomb_player_limpet_emp_01_mk1" name="{20201,12301}" description="{20201,12302}" transport="inventory" volume="1" tags="bomb crafting inventory personalupgrade">
<price min="110000" average="120000" max="130000" />
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_magneticmaterial" amount="1" />
<ware ware="inv_remotedetonator" amount="1" />
<ware ware="inv_securecontainer" amount="1" />
</primary>
</production>
<component ref="bomb_player_limpet_emp_01_mk1_macro" amount="1" />
<sources>
<source type="{20224,51}" />
</sources>
</ware>
Another option, which I personally used, is to increase the amount of available secure containers at trade points. Those always seemed to be out of stock for me. Increasing those amounts was enough for me to be able to craft all the EMP bombs I needed to get all the blueprints.