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Collectable blueprints

A Collectable blueprints is a floating pickup that grants the player blueprint wares. Rare in vanilla — typically dropped by specific story missions or rewards, not random loot.

Inheritance: component → destructible → object → drop → collectable → collectableblueprints.

PropertyTypeDescription
.blueprintswarelistBlueprint wares contained — added to player’s blueprint set on pickup
PropertySourceDescription
.sector / .positionobjectLocation
.macrocomponentMacro

”Spawn a blueprint pickup as a mission reward”

Section titled “”Spawn a blueprint pickup as a mission reward””
<create_object
name="$Drop"
macro="$BlueprintDropMacro"
owner="faction.ownerless"
sector="$Sector">
<position x="$x" y="$y" z="$z"/>
</create_object>
<!-- Mission cue typically configures .blueprints on macro side -->

For runtime-attached blueprints, vanilla uses <add_blueprints> directly to the player (not via collectable):

<add_blueprints wares="[ware.module_X, ware.module_Y]"/>

That’s a more reliable path than spawning a physical collectable.

”Listen for player picking up a blueprint drop”

Section titled “”Listen for player picking up a blueprint drop””
<cue name="WatchBlueprintPickup" instantiate="true">
<conditions>
<event_object_destroyed/>
<check_value
value="event.object.isclass.{class.collectableblueprints}
and event.param.isplayerowned"/>
</conditions>
<actions>
<write_to_logbook
text="'Player picked up blueprints'"/>
</actions>
</cue>
EventWhenNotes
event_object_destroyedPlayer picked it upStandard
  • .blueprints is a warelist of blueprint wares. A blueprint ware is the unlock token, not the produced item. Check $ware.isresearchable or naming convention (ware.module_*) to identify.
  • Vanilla rarely uses physical blueprint drops. Most blueprint grants go through <add_blueprints wares=> directly. Use the collectable form only when you specifically want a “fly to this location” UX.
  • Pickup doesn’t always add the blueprints automatically. Some mission scripts attach a cue that listens for event_object_destroyed on the drop and explicitly calls <add_blueprints> — the collectable is a marker, not a guaranteed delivery.
  • Collectable — parent.
  • Ware — blueprint wares (e.g. ware.module_gen_dock_m_venturer_01).
  • Ship — what triggers pickup via fly-over.
  • Station — common host (HQ blueprint vault).