Open ursineasylum opened 3 years ago
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)
Hipfire Accuracy mods:
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.
@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.
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)
INARA lists modifications as for Primary Weapon. Anyone know if modifications for secondary weapons are affected by this or is the modification generic here.
@msarilar : probably closeable, based on fixes on other issues?
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.