NoMansSky:UnlockableItemTrees: Difference between revisions
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{{ | }}{{PageTitle|logo=nomanssky|title=UnlockableItemTrees File|author=Lo2k}} | ||
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== Introduction == | == Introduction == | ||
Crafting is a key point in No Man's Sky and a lot of blueprints can be unlocked via technology trees. | Crafting is a key point in No Man's Sky and a lot of blueprints can be unlocked via technology trees. All the tech trees, either from Nexus, Freighter or Blueprint Analysis Module are declared in: <code>METADATA\REALITY\TABLES\UNLOCKABLEITEMTREES.MBIN</code> | ||
All the tech trees, either from Nexus, Freighter or Blueprint Analysis Module are declared in METADATA\REALITY\TABLES\UNLOCKABLEITEMTREES.MBIN | |||
The whole file is composed of 2 parts : | The whole file is composed of 2 parts : | ||
* Trees themselves, which represents 95% of the file, listing each item in a nested way | * Trees themselves, which represents 95% of the file, listing each item in a nested way | ||
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== Trees Definition == | == Trees Definition == | ||
The file structure is pretty simple as it mimics the tech tree it describes. | |||
The file structure is pretty simple as it mimics the tech tree it describes. | |||
https://wiki | {{GallerySimple|id=galleryID|width=800|img=https://stepmodifications.org/wiki/images/9/93/275850_20191227190548_1.jpg|caption=Wooden parts tree}}{{clear}} | ||
Here is a small extract of the | |||
Here is a small extract of the first branch of the wooden parts tree above : | |||
<Property name="BasicBaseParts" value="GcUnlockableItemTrees.xml"> | <Property name="BasicBaseParts" value="GcUnlockableItemTrees.xml"> | ||
<Property name="Title" value="UI_PURCHASABLE_BASICPARTS_TREE" /> {{fc| | <Property name="Title" value="UI_PURCHASABLE_BASICPARTS_TREE" /> {{fc|highlight|Tree Name. This name is referenced in each language file for translation}} | ||
<Property name="Trees"> | <Property name="Trees"> | ||
<Property value="GcUnlockableItemTree.xml"> | <Property value="GcUnlockableItemTree.xml"> | ||
<Property name="Title" value="UI_BASIC_WOOD_SUB" /> {{fc| | <Property name="Title" value="UI_BASIC_WOOD_SUB" /> {{fc|highlight|Branch Name. This name is referenced in each language file for translation}} | ||
<Property name="CostTypeID" value="SALVAGE" /> {{fc| | <Property name="CostTypeID" value="SALVAGE" /> {{fc|highlight|Currency used, as defined at the end of the file.}} | ||
<Property name="Root" value="GcUnlockableItemTreeNode.xml"> | <Property name="Root" value="GcUnlockableItemTreeNode.xml"> | ||
<Property name="Unlockable" value="W_WALL" /> {{fc| | <Property name="Unlockable" value="W_WALL" /> {{fc|highlight|Item Name. This name is referenced in each language file for translation}} | ||
<Property name="Children"> | <Property name="Children"> | ||
<Property value="GcUnlockableItemTreeNode.xml"> | <Property value="GcUnlockableItemTreeNode.xml"> | ||
<Property name="Unlockable" value="W_FLOOR" /> {{fc| | <Property name="Unlockable" value="W_FLOOR" /> {{fc|highlight|Item Name. This name is referenced in each language file for translation}} | ||
<Property name="Children"> | <Property name="Children"> | ||
<Property value="GcUnlockableItemTreeNode.xml"> | <Property value="GcUnlockableItemTreeNode.xml"> | ||
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</Property> | </Property> | ||
As you can see, each item has | As you can see, each item has children, as in the trees themselves, and you can't unlock a child if you haven't unlocked its parent. | ||
== Cost types == | == Cost types == | ||
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Here is one of the currencies : | Here is one of the currencies : | ||
<Property value="GcUnlockableTreeCostType.xml"> | <Property value="GcUnlockableTreeCostType.xml"> | ||
<Property name="CostTypeID" value="SALVAGE" /> {{fc| | <Property name="CostTypeID" value="SALVAGE" /> {{fc|highlight|Currency. This is the name used in the trees to define the required currency}} | ||
<Property name="TypeOfCost" value="Product" /> | <Property name="TypeOfCost" value="Product" /> | ||
<Property name="CurrencyType" value="GcCurrency.xml"> | <Property name="CurrencyType" value="GcCurrency.xml"> | ||
<Property name="Currency" value="Units" /> | <Property name="Currency" value="Units" /> | ||
</Property> | </Property> | ||
<Property name="TypeID" value="BP_SALVAGE" /> {{fc| | <Property name="TypeID" value="BP_SALVAGE" /> {{fc|highlight|Currency Name. This name is referenced in each language file for translation}} | ||
<Property name="CantAffortString" value="TRADE_BUY_BUILDING_NO_ITEMS" /> {{fc| | <Property name="CantAffortString" value="TRADE_BUY_BUILDING_NO_ITEMS" /> {{fc|highlight|Insufficient currency message. This is referenced in each language file for translation}} | ||
</Property> | </Property> | ||
Latest revision as of 19:06, August 5, 2021
Introduction
Crafting is a key point in No Man's Sky and a lot of blueprints can be unlocked via technology trees. All the tech trees, either from Nexus, Freighter or Blueprint Analysis Module are declared in: METADATA\REALITY\TABLES\UNLOCKABLEITEMTREES.MBIN
The whole file is composed of 2 parts :
- Trees themselves, which represents 95% of the file, listing each item in a nested way
- Cost types, describing currencies used in the trees
Trees Definition
The file structure is pretty simple as it mimics the tech tree it describes.
Here is a small extract of the first branch of the wooden parts tree above :
<Property name="BasicBaseParts" value="GcUnlockableItemTrees.xml"> <Property name="Title" value="UI_PURCHASABLE_BASICPARTS_TREE" /> Tree Name. This name is referenced in each language file for translation <Property name="Trees"> <Property value="GcUnlockableItemTree.xml"> <Property name="Title" value="UI_BASIC_WOOD_SUB" /> Branch Name. This name is referenced in each language file for translation <Property name="CostTypeID" value="SALVAGE" /> Currency used, as defined at the end of the file. <Property name="Root" value="GcUnlockableItemTreeNode.xml"> <Property name="Unlockable" value="W_WALL" /> Item Name. This name is referenced in each language file for translation <Property name="Children"> <Property value="GcUnlockableItemTreeNode.xml"> <Property name="Unlockable" value="W_FLOOR" /> Item Name. This name is referenced in each language file for translation <Property name="Children"> <Property value="GcUnlockableItemTreeNode.xml"> <Property name="Unlockable" value="W_GFLOOR" /> <Property name="Children" /> </Property> <Property value="GcUnlockableItemTreeNode.xml"> <Property name="Unlockable" value="W_RAMP" /> <Property name="Children"> <Property value="GcUnlockableItemTreeNode.xml"> <Property name="Unlockable" value="W_RAMP_H" /> <Property name="Children" /> </Property> </Property> </Property>
As you can see, each item has children, as in the trees themselves, and you can't unlock a child if you haven't unlocked its parent.
Cost types
Each tree items requires a currency to be unlocked.
All of them are listed at the end of the file.
Here is one of the currencies :
<Property value="GcUnlockableTreeCostType.xml"> <Property name="CostTypeID" value="SALVAGE" /> Currency. This is the name used in the trees to define the required currency <Property name="TypeOfCost" value="Product" /> <Property name="CurrencyType" value="GcCurrency.xml"> <Property name="Currency" value="Units" /> </Property> <Property name="TypeID" value="BP_SALVAGE" /> Currency Name. This name is referenced in each language file for translation <Property name="CantAffortString" value="TRADE_BUY_BUILDING_NO_ITEMS" /> Insufficient currency message. This is referenced in each language file for translation </Property>