OpenXcom Forum

Modding => Work In Progress => Topic started by: Shadow on October 14, 2013, 03:46:18 am

Title: Quick manufacturing question
Post by: Shadow on October 14, 2013, 03:46:18 am
I've come up with a small tweak to make plasma pistols more viable to X-COM: remove their Elerium-115 manufacturing requirement.

Thing is, how can I remove a material requirement like that without having to modify the main ruleset directly? The best I've managed is giving it...

Code: [Select]
manufacture:
  - name: STR_PLASMA_PISTOL_CLIP
    requiredItems:
      STR_ELERIUM_115: 0

And while it works just fine, it's rather unseemly as the game tells you it needs 0 units of Elerium. Ideally, the whole "special materials" section wouldn't appear, like when you produce items such as motion scanners or laser rifles, which only cost money. Thing is, if I don't specify something in requiredItems the game unsurprisingly just reads the missing data from the base ruleset.

Using "-1" doesn't get rid of the special materials section, and I fear going ahead with the manufacturing would net me clips AND free Elerium. :P

Any tips?
Title: Re: Quick manufacturing question
Post by: Warboy1982 on October 14, 2013, 04:13:47 am
requiredItems: []
Title: Re: Quick manufacturing question
Post by: Shadow on October 14, 2013, 04:34:53 am
requiredItems: []

No dice. Using the following seems to read the requirement from the base ruleset in that case.

Code: [Select]
manufacture:
  - name: STR_PLASMA_PISTOL_CLIP
    requiredItems: []
Title: Re: Quick manufacturing question
Post by: SupSuper on October 14, 2013, 06:29:48 am
Try "requiredItems: {}" instead.
Title: Re: Quick manufacturing question
Post by: Shadow on October 14, 2013, 08:50:51 am
That worked, thanks! :D