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Weapon Mod Recipes Incomplete: Not taking weapon manufacturer into account.

Open ursineasylum opened this issue 4 years ago • 7 comments

Yes, I hate it too.

When attempting to use EDEngineer to track a shopping list for the "Headshot" upgrade for a pistol, I arrived at the engineer to find out I had the wrong materials. Further investigation revealed that the materials required for some weapon mods vary by the manufacturer of the weapon. Inara appears to have this information but buried a level down, under the list of all modifications available by weapon (ex https://inara.cz/equipment-blueprint/15/ ), but even that seems to be varyingly incorrect-- a quick comparison of the "Manticore Tormentor" Headshot mod on Inara is missing the Shield Disruptor, Weapon Component, and Ionized Gas requirements that are present in-game.

A quick scan comparison of Inara recipes indicates that the Faster Handling, Headshot Damage and Higher Accuracy mods are affected by this discrepency. I've attached a subset of screenshots of the weapons that I had on hand for comparison; I'll follow up with recipes for handling/accuracy once I'm in a position to do so.

20210615053248_1 20210615051348_1 20210615051335_1 20210615051329_1 20210615050058_1

ursineasylum avatar Jun 15 '21 12:06 ursineasylum

Hope this list helps also somewhat

Based on the info from the engineer

Greater Range Mod

Manticore weapons also need : Chemical Formulae (10) Mineral Survey (15) Karma weapons also need : Compression-Liquified Gas (1) TK weapons also need : Stellar Activity Logs (10) Risk Assessments (15)

Wullailhuit avatar Jun 18 '21 16:06 Wullailhuit

Hipfire Accuracy mods:

20210619085853_1 20210619085842_1 20210619075917_1

ursineasylum avatar Jun 19 '21 16:06 ursineasylum

Just adding that I just hit this - VERY frustrating as I LOVE EDE but if it's not going to be reliable then....

Bummer that its SO wrong. Just spent HOURS farming specific stuff only to learn I can't mod anything. Bummer.

rosscarlson avatar Jun 27 '21 16:06 rosscarlson

@msarilar This requires splitting the blueprints for Weapon mods. Do you want an additional value or just split them on name. A subtype will allow for similar changes on other recipies.

`"Type": "Weapon",
 "SubType": "Plasma",
    "Name": "Stability",
    "Engineers": [
      "Domino Green",
      "Oden Geiger"`

Does anyone know if there are different blueprints for modifications for suits based on manufacturer as well? I haven't started engineering in Odyssey yet.

Gimi1967 avatar Jul 07 '21 10:07 Gimi1967

I think the low hanging fruit is to use the name eg

    "Type": "Weapon",
    "Name": "Higher Accuracy (Plasma Weapons)",

we could add subtypes eventually later for filtering (though with the text search box it works already pretty good I reckon)

msarilar avatar Jul 07 '21 12:07 msarilar

INARA lists modifications as for Primary Weapon. Anyone know if modifications for secondary weapons are affected by this or is the modification generic here.

Gimi1967 avatar Jul 07 '21 15:07 Gimi1967

@msarilar : probably closeable, based on fixes on other issues?

seedubya avatar Mar 27 '23 18:03 seedubya