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.
Properties
Section titled “Properties”Collectable-blueprints-specific
Section titled “Collectable-blueprints-specific”| Property | Type | Description |
|---|---|---|
.blueprints | warelist | Blueprint wares contained — added to player’s blueprint set on pickup |
Useful inherited
Section titled “Useful inherited”| Property | Source | Description |
|---|---|---|
.sector / .position | object | Location |
.macro | component | Macro |
Common patterns
Section titled “Common patterns””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>Events
Section titled “Events”| Event | When | Notes |
|---|---|---|
event_object_destroyed | Player picked it up | Standard |
Common gotchas
Section titled “Common gotchas”- ⚠
.blueprintsis a warelist of blueprint wares. A blueprint ware is the unlock token, not the produced item. Check$ware.isresearchableor 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_destroyedon the drop and explicitly calls<add_blueprints>— the collectable is a marker, not a guaranteed delivery.
Related
Section titled “Related”- 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).