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Author Topic: Quick manufacturing question  (Read 4367 times)

Offline Shadow

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Quick manufacturing question
« 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?

Offline Warboy1982

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Re: Quick manufacturing question
« Reply #1 on: October 14, 2013, 04:13:47 am »
requiredItems: []

Offline Shadow

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Re: Quick manufacturing question
« Reply #2 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: []
« Last Edit: October 14, 2013, 04:36:36 am by Shadow »

Offline SupSuper

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Re: Quick manufacturing question
« Reply #3 on: October 14, 2013, 06:29:48 am »
Try "requiredItems: {}" instead.

Offline Shadow

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Re: Quick manufacturing question
« Reply #4 on: October 14, 2013, 08:50:51 am »
That worked, thanks! :D