NoMansSky:Game Structure/TechnologyTable: Difference between revisions

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== Introduction ==
== Introduction ==
In NMS, you always have items in your inventory and they could be of 3 types : Products, Substances and Technology.<br>
In NMS, you always have items in your inventory and they could be of 3 types : Products, Substances and Technology.<br>

Latest revision as of 19:07, August 5, 2021

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Technology Table

Introduction

In NMS, you always have items in your inventory and they could be of 3 types : Products, Substances and Technology.
Technologies are modules that will improve your stats in one or several ways.
METADATA/REALITY/TABLES/NMS_REALITY_GCTECHNOLOGYTABLE.MBIN stores all the settings of technology modules.

Item Definition

Each item in the table has the same structure, using the specific GcTechnology.xml template.
This template sums all the information of the technology module as detailed below :


   <Property value="GcTechnology.xml">
     <Property name="ID" value="PROTECT" />  Internal item name
     <Property name="Group" value="" />   Real name of template modules (a specific case). This name is referenced in each language file for translation
     <Property name="Name" value="PROTECT_NAME" />   Uppercase item real name. This name is referenced in each language file for translation
     <Property name="NameLower" value="PROTECT_NAME_L" />   Lowercase item real name. This name is referenced in each language file for translation
     <Property name="Subtitle" value="VariableSizeString.xml">
       <Property name="Value" value="PROTECT_SUBTITLE" />   Item subtitle. This string is referenced in each language file for translation
     </Property>
     <Property name="Description" value="VariableSizeString.xml">
       <Property name="Value" value="PROTECT_DESCRIPTION" />   Item description. This string is referenced in each language file for translation
     </Property>
     <Property name="Teach" value="True" />
     <Property name="HintStart" value="" />
     <Property name="HintEnd" value="" />
     <Property name="Icon" value="TkTextureResource.xml">
       <Property name="Filename" value="TEXTURES/UI/FRONTEND/ICONS/TECHNOLOGY/RENDER.PROTECTGENERIC.DDS" />   Item icon texture path
     </Property>
     <Property name="Colour" value="Colour.xml">  Icon background colour. Applies under icon transparent parts
       <Property name="R" value="0.03529412" />
       <Property name="G" value="0.360784322" />
       <Property name="B" value="0.466666669" />
       <Property name="A" value="1" />
     </Property>
     <Property name="Level" value="1" />   Item class. C Class (0), B Class (1), A Class (2) and S Class (3)
     <Property name="Chargeable" value="True" />   If the item can be charged
     <Property name="ChargeAmount" value="80" />   Charge amount
     <Property name="ChargeType" value="GcRealitySubstanceCategory.xml">
       <Property name="SubstanceCategory" value="Catalyst" />   Charge category (for description gauge)
     </Property>
     <Property name="ChargeBy">
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="CATALYST1" />   Internal name of the first item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="CATALYST2" />   Internal name of the second item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="POWERCELL" />   Internal name of the third item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="POWERCELL2" />   Internal name of the fourth item that can be used to charge this item
       </Property>
     </Property>
     <Property name="ChargeMultiplier" value="1" />   Scale applied to the charge
     <Property name="BuildFullyCharged" value="True" />   If the item is built charged or empty
     <Property name="UsesAmmo" value="False" />
     <Property name="AmmoId" value="" />
     <Property name="PrimaryItem" value="True" />
     <Property name="Upgrade" value="False" />    if true, adds class overlay to the icon and activates bonuses like Weapon_Laser_MiningBonus
     <Property name="Core" value="True" />   If the item is a core one. Core items can't be scrapped
     <Property name="RepairTech" value="False" />
     <Property name="Procedural" value="False" />
     <Property name="Category" value="GcTechnologyCategory.xml">
       <Property name="TechnologyCategory" value="Suit" />
     </Property>
     <Property name="Rarity" value="GcTechnologyRarity.xml">
       <Property name="TechnologyRarity" value="Always" />
     </Property>
     <Property name="Value" value="10" />   Base item value in units
     <Property name="Requirements">
       <Property value="GcTechnologyRequirement.xml">
         <Property name="ID" value="LAND1" />   Internal name of the first item required to build this item
         <Property name="InventoryType" value="GcInventoryType.xml">
           <Property name="InventoryType" value="Substance" />   type of the first item required to build this item
         </Property>
         <Property name="Amount" value="100" />   Amount of the first item required to build this item
       </Property>
     </Property>
     <Property name="BaseStat" value="GcStatsTypes.xml">
       <Property name="StatsType" value="Suit_Protection" />
     </Property>
     <Property name="StatBonuses">
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_Protection" />  First Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   First stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Radiation" />   Second Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Second stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Toxic" />   Third Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Third stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Cold" />   Fourth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Fourth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Heat" />   Fifth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Fifth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_Stamina_Recovery" />   Sixth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Sixth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
     </Property>
     <Property name="RequiredTech" value="" />   Internal name of the required item before being able to build this one
     <Property name="RequiredLevel" value="0" />
     <Property name="FocusLocator" value="" />
     <Property name="UpgradeColour" value="Colour.xml">  Colour applied on the 3D model when applicable. ie : mining laser beam
       <Property name="R" value="1" />
       <Property name="G" value="1" />
       <Property name="B" value="1" />
       <Property name="A" value="1" />
     </Property>
     <Property name="LinkColour" value="Colour.xml">
       <Property name="R" value="0.7882353" />
       <Property name="G" value="0.8156863" />
       <Property name="B" value="0.894117653" />
       <Property name="A" value="1" />
     </Property>
     <Property name="RewardGroup" value="" />
     <Property name="BaseValue" value="1" />
     <Property name="Cost" value="GcItemPriceModifiers.xml">  Trading cost modifiers
       <Property name="SpaceStationMarkup" value="0" />
       <Property name="LowPriceMod" value="0" />
       <Property name="HighPriceMod" value="0" />
       <Property name="BuyBaseMarkup" value="0" />
       <Property name="BuyMarkupMod" value="0" />
     </Property>
     <Property name="RequiredRank" value="2" />   Alien rank needed to be proposed the recipe for this technology in shops
     <Property name="DispensingRace" value="GcAlienRace.xml">
       <Property name="AlienRace" value="Explorers" />   Alien race able to provide the recipe for this technology in shops
     </Property>
     <Property name="FragmentCost" value="1" />   Cost in nanites to buy this recipe
     <Property name="TechShopRarity" value="GcTechnologyRarity.xml">
       <Property name="TechnologyRarity" value="Impossible" />   Item rarity in technology shops
     </Property>
     <Property name="WikiEnabled" value="True" />
     <Property name="DamagedDescription" value="VariableSizeString.xml">
       <Property name="Value" value="" />
     </Property>
   </Property>