Talk:Blueprint Analyser

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Documentation[edit source]

The List of Blueprints doesn't work the way the original text states, which is that certain blueprints are unlocked by other blueprints. At least, not that I could discern.

After starting a new save and beelining to the Blueprint Analyser, I found that no matter what blueprints I purchased, the same new blueprints were always unlocked, the first one always being the Locked Crate decoration.

Unless I read an objection I'm going to revise and update the list as I find out more. Tat45 (talk) 05:23, 5 December 2018 (UTC)

Please feel free to update the page. I thought the same that purchasing one does not necessarily means it unlocks the next, but removed from a the list shown to the player and the next one appears on it.
Let's make two tables (or lists), the first with the initially available blueprints and the second with the order of unlockable blueprints.
While you at it, please consider createing an account on the wiki for easier tracking of your edits. Thanks!Gorla (talk) 12:18, 4 December 2018 (UTC)
As to the latter, done. :)
As to the former, let me know what you think of the edit. I basically changed the Unlocked By column to an Unlock Order column and set the initially available blueprints to a value of 0. Tat45 (talk) 05:26, 5 December 2018 (UTC)
Me again. So... I'm now starting to get blueprints in a different order depending upon what I pick. It appears that maybe the first few blueprints that are revealed are always the first ones unlocked, regardless of what you pick. I'm still trying to figure this out.

All right, after looking at the decompiled EXML file in question, I think I'm most of the way to figuring out how new blueprints are chosen to be unlocked, and it's a bit complicated.

Blueprint Analyser blueprints are broken out into groups numbered 0 through 5; these groups don't correspond to anything in game (build menu position, item "type") as far as I can discern, though I may be wrong. What is interesting is that there are listed "maximums" for each group (24, 3, 3, 3, 3, and 6, for groups 0-5 respectively). I interpret these as being the maximum number of these items in that group that can appear at any given time on the list of blueprints available for purchase. 18 items can appear on the list at one time, and they are chosen from these groups in the order in which they are listed, and new groups will appear on the list in numerical order.

There are 25 blueprints in group 0 altogether, and all of the 18 items that are originally available for purchase are in that group. Interestingly, the portable refiner and the signal booster are listed as blueprints, though you are granted them prior to the acquisition of the blueprint analyser (at least in survival/PD mode; haven't played normal or creative). Also, you are automatically granted the blueprints necessary to build a shelter (floor, roof, wall, door) without having to purchase them; these are also in group 0. So that accounts for 6 of the 25, leaving 19. 18 of them fill out the list initially available for purchase. The 19th one? You guessed it: the Locked Crate decoration, which is why it's always the next one unlocked, followed by the first three in group 1 (since there are no more group 0 blueprints available to list): the foundation, the circular room, and the corridor.

What happens next depends upon what you purchase. If you purchase one of the blueprints from group 1, the next blueprint from group 1 (the door that is part of the look and feel of those others) is added to the available blueprints list in the place of the one you bought. If you instead buy another blueprint from group 0, the first one for group 2 (the metal wall) is added instead.

By purchasing all of the group 0 blueprints, I was able to see the first three entries of group 1, 2, 3, and 4 and the first 6 for group 5 (this sums to 18 total, the maximum length of the available blueprints list). By purchasing only group 1 blueprints, I was able to limit my next available selection to group 1 only, and so could "specialize" in the blueprints in this group.

It's too late to do this work tonight, but tomorrow I'll completely revise this section in line with my findings. For now, I will say that group 1 consists of the "space-age" sleek room pieces, group 2 is a large group consisting of the remaining wooden pieces and all of the metal and concrete pieces, group 3 (relatively small) consists of primarily outside paving and decorations, group 4 starts off with lights and ends with a bunch of decals, and group 5 (the largest and most complex) starts off with exocraft stuff (facilities, race course parts) followed by a bunch of interior furnishings, followed by underwater base parts (oddly, the underwater base door is at the very bottom of group 5, so it is the last to appear).

The only issue is that in this EXML file there is no cost data, so someone else will have to come along behind me and fill that in. Tat45 (talk) 05:13, 7 December 2018 (UTC)

Never mind, just found the cost information as well, in a different EXML file. Thankfully the MBIN packed format doesn't seem to obfuscate strings. Tat45 (talk) 05:50, 7 December 2018 (UTC)
Thanks for your great research - nice work! Ddfairchild (talk) 20:19, 7 December 2018 (UTC)
Thanks, and you're welcome. Figuring this sort of thing out is part of the fun of playing the game, for me. 20:35, 7 December 2018 (UTC)
For me too and thanks for doing this. Would you mind sharing the names of the game files for future reference? It helps, if someone else (like me) wants to check it out too. Gorla (talk) 04:03, 8 December 2018 (UTC)

Finished. The groups, the ordering within groups, and the group limits that I talk about in the List of Blueprints section is established in PURCHASEABLEBUILDINGBLUEPRINTS.EXML. The Blueprint cost is the BaseValue attribute from NMS_REALITY_GCPRODUCTTABLE.EXML (you have to join on this file's Id = ProductID from the previous file.

I generated the tables programmatically except for the entries where the description was duplicated. You can tell where my manual additions are because they are outside of the double square brackets that convert text into a wiki link. Tat45 (talk) 19:36, 8 December 2018 (UTC)

I revised the page twice actually, but for the first iteration I left in the type column, then I realised that most people will not care about that, so I went with the "less is more" option, leaving only 3 columns.
I left all the products in Group 0, but I made an indication about getting them earlier.
In group 1 the Square Room (sequence 9) with MAINROOMCUBE product ID is the working one, while Square Room (sequence 11) with MAINROOMCUBEF product ID does not work, as there is no separate building option for it. When I added crafted products for both through the save editor, I could only place the MAINROOMCUBE, while the MAINROOMCUBEF left in my inventory. Unfortunately you still have to buy it to progress further.
For products with the same name (window, decal etc) I added distinctions as per their product ID.
I did not check the whole NMS_REALITY_GCPRODUCTTABLE for every cost values, but I have no doubt they are correct as was the info you provided on this page. I believe it did take quite a while to do it. Thanks again and please share your ideas/suggestions about the current state of the page. Gorla (talk) 13:14, 9 December 2018 (UTC)
Thanks. It took a couple hours, but I used it to brush up on some Python and did it programmatically, so the effort was instructive to me.
I have no doubt that your edits are based on actual game experience, whereas mine are made purely on data mining. Together we made this page great. Thank you! Tat45 (talk) 02:41, 10 December 2018 (UTC)

Unlock issues[edit source]

The Foundation Strut Quad blueprint purchase doesn't appear to unlock anything. Or maybe I'm looking in the wrong place? Tat45 (talk) 05:31, 17 December 2018 (UTC)

No, you are right. It seems Foundation Strut and Foundation Strut Quad have the same ingame icon as Cuboid Room Foundation Strut and Cuboid Room Foundation Strut Quad, but as with the Square Room issue they do not offer alternative building option. I think these could have been work in progress names for the cuboid room, but were left ingame accidentally, so I consider them as bug as well. Gorla (talk) 23:08, 17 December 2018 (UTC)