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I have a follow up question. Can I remove the tech from being sold by NPC trade stations somehow with a reuploaded version? Or adjust the price to make it much more expensive?
Edit: I found it I believe in the Components file in the Data folder. I just need to change the values to reflect what I want offered and at what price correct?
I have unpacked the mod as explained above into the mods folder, I have tried editing the values in Blueprints.SBC like so, however when I load the world with the mod in, the assemblers still show the original recipe costs, I'm not sure what I'm doing wrong, can you help? :)
<Blueprint>
<Id>
<TypeId>BlueprintDefinition</TypeId>
<SubtypeId>Tech4x</SubtypeId>
</Id>
<DisplayName>Rare Tech</DisplayName>
<Icon>Textures\tech4x.dds</Icon>
<Prerequisites>
<Item Amount="80" TypeId="Ingot" SubtypeId="Iron"/>
<Item Amount="60" TypeId="Ingot" SubtypeId="Silicon"/>
<Item Amount="24" TypeId="Ingot" SubtypeId="Cobalt"/>
<Item Amount="18" TypeId="Ingot" SubtypeId="Silver"/>
<Item Amount="10" TypeId="Ingot" SubtypeId="Gold"/>
<Item Amount="10" TypeId="Ingot" SubtypeId="Naquadah"/>
<Item Amount="7.5" TypeId="Ingot" SubtypeId="Trinium"/>
</Prerequisites>
<Result Amount="1" TypeId="Component" SubtypeId="Tech4x"/>
<BaseProductionTimeInSeconds>20</BaseProductionTimeInSeconds>
</Blueprint>
I think that's what I am doing?
Loading the world with the Ore Mod, the unpacked modified tiered block mod, and finally the mod that allows building of the "Tech" components
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2997531703
As you can see here, it still shows the original recipie
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2997531638
I have obviously overlooked something, but I am not sure what?
The recipies in the base mod are "fake": NPC traders calculate prices based on the raw ressources needed to craft components - thats the only reason they exist in the first place.
You could try to merge the BlueprintClasses files: If you added the contents of
<Blueprints>
...bluebrints...
</Blueprints>
of the file from the craft mod just at the bottom of the file in your modified tiered tech mod (above </Blueprints>) you should be able to use it - then you'd only need your mod and can throw out the craft mod.
This was the key ^ Thank You for your patience :)