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Collectable data

A Collectable data is a floating pickup that grants timeline entries and audiologs. Used for “found a data fragment in space” story moments. Distinct from Data vault (which requires multi-stage unlock and has on-station UI).

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

PropertyTypeDescription
.timelinelistTimeline entry ids revealed on pickup
.audiologslistAudiolog entry ids revealed on pickup
PropertySourceDescription
.sector / .positionobjectLocation
.macrocomponentMacro
Collectable dataData vault
LocationFloating in spaceOn a station / world position
Pickup mechanicFly overWalk up + multi-stage unlock
RepeatOne-shotThree-state (locked / partial / unlocked)
Contenttimeline + audiologstimeline + audiologs (via unlock)
Classclass.collectabledataclass.datavault

Both deliver the same content types (timeline / audiologs) but via different UX flows.

<cue name="WatchDataPickup" instantiate="true">
<conditions>
<event_object_destroyed/>
<check_value
value="event.object.isclass.{class.collectabledata}
and event.param.isplayerowned"/>
</conditions>
<actions>
<set_value name="$data" exact="event.object"/>
<do_for_each name="$tl" in="$data.timeline">
<write_to_logbook
text="'Timeline entry: ' + $tl"/>
</do_for_each>
</actions>
</cue>

"Filter for data-bearing drops in a sector”

Section titled “"Filter for data-bearing drops in a sector””
<find_object
groupname="$Drops"
class="class.collectabledata"
space="$Sector"
multiple="true"/>
EventWhenNotes
event_object_destroyedPlayer picked it upStandard
  • .timeline / .audiologs are ID lists, not entries. Look up entries via timelines.xml / audiologs.xml. Same as Lockbox and Crate.
  • One-shot pickup. Unlike data vaults, collectabledata is consumed on first pickup. No “partial unlock” state.
  • Engine-driven content delivery. Vanilla doesn’t expose a <grant_timeline> action explicitly — the engine handles content delivery when the collectabledata is destroyed by player. Don’t try to manually replicate.
  • Rare in vanilla. Most timeline / audiolog content arrives through data vaults, crates, or mission cues. Collectabledata is the simplest “find data in space” form.
  • Collectable — parent.
  • Datavault — sibling (different mechanic — on-station unlock).
  • Crate — sibling (dock-slot content holder).
  • Lockbox — sibling (shootable-lock content holder).