[Request] Please amend the Missing Blueprints checker

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H34Dru5H
Posts: 146
Joined: Sat, 18. Feb 06, 03:49
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[Request] Please amend the Missing Blueprints checker

Post by H34Dru5H »

Some aspects of the Missing Blueprints checker are starting to wear me down to the point where I just go and buy them. Because of various self restrictions in my game play to make it a bit more of a challenge, certain blueprints are overly expensive, especially when I don't need them.

For example: I buy a shiny new Odysseus at the Paranid Ship Yard with minimal spec plus main batteries. I then send the ship to a L maintenance bay at my own HQ Wharf where it gets fully fitted out just how I like it then save the loadout, perfect, lovely. Sometime later I decide to buy another one, send it to my Wharf, select the loadout and the computer says 'No!', missing blueprints for the ship and guns. But hang on, there's the ship with it's guns right there sitting in the dock, why on earth do I need the blueprints?

Would it be possible for the Blueprint Checker to recognise that certain missing blueprints are not required as the ship or items are already present?

Thank you :D
B450 Tomahawk Max II, Ryzen 5600X, RTX2070S, 16GB 3600 CL14
Jar B
Posts: 348
Joined: Tue, 18. Jan 05, 14:07
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Re: [Request] Please amend the Missing Blueprints checker

Post by Jar B »

H34Dru5H wrote: Sun, 4. May 25, 14:03 But hang on, there's the ship with it's guns right there sitting in the dock, why on earth do I need the blueprints?
Because your preset requires a change that requires this blueprint. The other ship, the one you used as template, had the guns already installed, right? The way I understand it a union of available blueprints of both the facility (faction specific or if self owned, whatever you've acquired from faction reps) and installed equipment is intersected with the union of required blueprints from your preset. If this intersection doesn't match the preset the change can't be applied at this facility. Please correct me if my understanding is wrong.
H34Dru5H
Posts: 146
Joined: Sat, 18. Feb 06, 03:49
x4

Re: [Request] Please amend the Missing Blueprints checker

Post by H34Dru5H »

Jar B wrote: Sun, 4. May 25, 16:23 The other ship, the one you used as template, had the guns already installed, right?
Correct.. And the second ship, same ship from same shipyard WITH guns already installed (maybe I should of been more clear). I'm not trying to change or add guns, just engines, turrets, shields, etc. All of which I own the blueprints for.
B450 Tomahawk Max II, Ryzen 5600X, RTX2070S, 16GB 3600 CL14
vvvvvvvv
Posts: 1229
Joined: Tue, 28. Nov 23, 15:38
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Re: [Request] Please amend the Missing Blueprints checker

Post by vvvvvvvv »

Jar B wrote: Sun, 4. May 25, 16:23 Please correct me if my understanding is wrong.
I believe at the moment if you have blueprint for hyperion, have hyperion with guns, but do not have blueprints for the main guns, then you cannot use the blueprint in your own dock. Even if hyperion has guns installed.
H34Dru5H
Posts: 146
Joined: Sat, 18. Feb 06, 03:49
x4

Re: [Request] Please amend the Missing Blueprints checker

Post by H34Dru5H »

Further to this topic.. I just payed those slimey lizards for a brand new Pheonix E with main guns then sent it to my L maintenance bay and apllied a preset I prepared earlier for a capped Plunderer and it worked. I don't have the blueprint for a Pheonix but I do have the blueprint for the main guns so the plot thickens. Kind of the opposite to vvvvvv's Hyperion..
B450 Tomahawk Max II, Ryzen 5600X, RTX2070S, 16GB 3600 CL14

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