Works as follows: Compendium Tab which remembers all prior used blueprints on a base, when the time comes you need said blueprint on a base, you go to the compendium, click a button (Add to Base), or Right Click -> Add to Base, and there it is added to the base. Ontop of this would it also be possible after adding such a feature to make blueprints you do not wish to see / sell, autoconvert into scrap value even at a slight loss. Would not apply to limited use blueprints obviously.
#Adding a Blueprint Compendium?
1 messages · Page 1 of 1 (latest)
Auto scrapping doesn't make sense in a station that can't scrap things.
It's an interesting idea. I'll add to the backlog.
I mean, autoscrapping on looting for example
if that would be possible
Even at a 10-20% loss
Yeah not going to happen.
kk
The rest is very intriguing
Yeah just a QoL because so many blueprints just collect dust / aren't neccesarily needed in the 100's they drop, and once you've used it you should remember it right?
Actually instead of autoscrapping, could a similar feature be added where you select all items you want to scrap, and hit a button and they get scrapped? going through storage is quite literally the worst took me over an hour and a half to scrap all the junk having to do /mc to make sure it's not used in some build
Like a scrap tab / button or something, where you can add items to the scrap list, and you hit scrap all?
the other solution im probably going to do which will take much longer is just make a base purely for selling / scrapping things i won't use and stopping there before hitting storage because it's such a monumental task going through 1000's of items
i feel like im missing something, can't you just select all and sell?
From a list of 100-1000 items and you only wanna sell specific ones?
I don't remember every single item I wanna keep vs sell, be nice to have some "memory/function" so you can sell only those items you never plan to keep
It sounds more like a third party tool niche.
I can literally write the function, that could be implemented into the game in less than 5 minutes depending on how the game handles selling things, it's not something hard to do. it's just appending items to a list, scrapping items in that list at the click of a button. Huge QoL change
Just be making a list of "junk" items, that would be autosold on docking, pressing a button to sell said items or similar are many ways to implement.
so i did make a tool to help me find stuff to scrap https://www.sonatabrain.com/ > Scrap Calculator
it does quote mc prices to get a sense of stuff you shouldn't scrap and instead put on your shop
honestly I made it just for me, I was constantly scrapping stuff for credits when doing Kalthi roaming, then when red rogue came around I wanted a quick way to measure my Crebit/hour in an accurate way
i'd love a first class loot/scrap filter
there's some tricks you can do like setup a loot dump base that only buys scrap items for 1 credit in bulk
and just select all and sell
something like scrap_filter.txt in the game folder that players manage, then it can be referenced in a button scheme like taint said ingame (all it really needs to do is pre-select all the items in your current ship that match the filter).
honestly scrap is just one aspect of this, I wanted a way to give a set of items a custom tag and being able to search ingame for that tag irrelevant of the ingame tag system which is not 100% complete
client defined item tags
yeah lots of other games have a similar system, and it's something sorely missing
I agree on tagging. The problem right now is a robust way that doesn't drastically increase the uni save.
how are tags represented in the game
are they actual strings that get appended alongside the data transfer s->c
or are they actually just checking if a bit is set on say, a 32/64 bit integer?
e.g. are tags finite and are they easily indexable
if its the latter, just let the client side tag DB be a UNION of server_tags (what is exactly from server and what is client defined?) and client_tags (read from disk) (and only allow a maxmimum of X tags reserved for client use) and let the existing client logic for tag searching/filtering work as is
if its the former, it's much scarier since you would have to construct data structures ahead of time to allow fast matching, but i doubt you guys do it naively with strings since inventory searching is pretty fast
btw i'm sure i'm not understanding the entire techical picture, but a user defined scrap system would be nice (but I'm using scrap calculator so I don't really mind the scrapping time tax), a generic tagging system gets you that for free and is more extensible for other cases (like naming items by their use case/role/class, e.g. tank/regen/dps/shm), content zone, etc
and it kinda just offloads a lot of work off your shoulders and into the community
Mods are bits and items are easier because it's not loaded outside the save
And just strings but they're constant essentially
The entire item description is just a giant string spit out.