[CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]

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ZippyDragon
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby ZippyDragon » Thu May 22, 2014 12:14 am

In CE the on board science lab was added and it is a production augment (i think it starts on then engi type c) and that could be given a chance to produce a blueprint.
"Advertise like shameless whores" - Jesse Cox
Gyrfalcon
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby Gyrfalcon » Sun Jun 22, 2014 9:23 am

I agree with ZippyDragon, the On-Board Science Lab seems fitting for writing up new blueprints and the like!

Also, what's the status on the mod? I'm surprised it hasn't been incorporated into default Captain's Edition yet! :lol:
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Anthonest
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby Anthonest » Tue Jun 24, 2014 11:11 pm

This looks great. It would be even better if you could have more slots for augments...
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Shrooblord
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby Shrooblord » Wed Aug 26, 2015 11:13 pm

Hi. Just checking in to see if this is something that's still being worked on. You seemed very enthusiastic about creating this when you were. Hope you still have that enthusiasm bottled and shelved somewhere, ready to be opened up! ;)
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R4V3-0N
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby R4V3-0N » Thu Aug 27, 2015 1:11 am

agreed. I do would like to see this further improved and more flushed out.
R4V3-0N, a dreamer.
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Auron1
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby Auron1 » Mon Sep 26, 2016 1:15 pm

I know this topic is very old, but if someone ever considered to resume the project it would be awesome.
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
saqib126
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby saqib126 » Sun Jan 21, 2018 10:49 pm

Well, playing with latest version ce and the 1.61 patch, got a pike beam blueprint, got to a store, and used the high price option. Gave me nothing. I suppose with the mod dead this wont get fixed?
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Jumbocarrot0
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Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Postby Jumbocarrot0 » Sat May 12, 2018 4:44 am

saqib126 wrote:Well, playing with latest version ce and the 1.61 patch, got a pike beam blueprint, got to a store, and used the high price option. Gave me nothing. I suppose with the mod dead this wont get fixed?

This mod is incomplete, it doesn't have some required blueprints and is unusable.
EDIT:That is a mistake, this mod requires the endless loot addon, it then might work with modern FTL.

I am currently working on a version of this mod that works and is for vanilla FTL.
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Kiloku
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Re: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]

Postby Kiloku » Thu May 02, 2019 4:20 am

Hello everyone!

I'm so sorry for being away for FIVE whole years, but the project is back. I've started playing FTL again, so I've started modding it again as well.
The new version is in the first post.

It has few differences for now, just making use of things that weren't available in the older versions of FTL when the mod was made (for example, back then events couldn't remove augments, we had to ask the user to remove the trade/blueprint augments themselves, in a sort of honor system). The only other change is that it has a bit more of flavor text variations, which I intend to improve on the future.

The new version is also on Github, fully open-sourced. (Not that it wasn't trivial for people to just open the .ftl file and read the source themselves, but now there's no hassle)

For the next version (0.01d) I intend to add more situations where you can get blueprints. Right now the events for this are rather rare.
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Flypaste
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Re: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]

Postby Flypaste » Tue Oct 01, 2019 5:47 am

Have you considered making the blueprints fake weapons (so they can go into cargo) instead of augments? Augment slots in CE are extremely taxed as it is with the trade system.