#Adding a Blueprint Compendium?

1 messages · Page 1 of 1 (latest)

brazen bluff
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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.

tacit stream
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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.

brazen bluff
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I mean, autoscrapping on looting for example

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if that would be possible

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Even at a 10-20% loss

tacit stream
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Yeah not going to happen.

brazen bluff
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kk

tacit stream
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The rest is very intriguing

brazen bluff
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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?

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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

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Like a scrap tab / button or something, where you can add items to the scrap list, and you hit scrap all?

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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

pseudo dock
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i feel like im missing something, can't you just select all and sell?

brazen bluff
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From a list of 100-1000 items and you only wanna sell specific ones?

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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

tacit stream
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It sounds more like a third party tool niche.

brazen bluff
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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

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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.

pseudo dock
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it does quote mc prices to get a sense of stuff you shouldn't scrap and instead put on your shop

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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

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i'd love a first class loot/scrap filter

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there's some tricks you can do like setup a loot dump base that only buys scrap items for 1 credit in bulk

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and just select all and sell

pseudo dock
# pseudo dock i'd love a first class loot/scrap filter

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).

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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

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client defined item tags

brazen bluff
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yeah lots of other games have a similar system, and it's something sorely missing

tacit stream
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I agree on tagging. The problem right now is a robust way that doesn't drastically increase the uni save.

pseudo dock
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how are tags represented in the game

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are they actual strings that get appended alongside the data transfer s->c

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or are they actually just checking if a bit is set on say, a 32/64 bit integer?

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e.g. are tags finite and are they easily indexable

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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

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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

pseudo dock
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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

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and it kinda just offloads a lot of work off your shoulders and into the community

tacit stream
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And just strings but they're constant essentially

tacit stream