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DA Blueprint Analysis

Police assets scan enemy ships for blueprint fragments. Once a ship (or station module, equipment, etc.) accumulates enough fragments across scans, the blueprint is added to the player’s bank.

Originally by Jack the Stripper; permission to continue was granted and this fork extends the original with configurable per-class scan requirements + granular per-category progress viewing.

DA Blueprint Analysis main menu — 2 options + Scan Settings 34-class table + Progress Menus link

Layout:

  • Top section (DA Blueprint Analysis Options) — 2 configurable fields.
  • Middle section (Scan Settings) — 34 object-class rows, each with an “Adjust Scan Requirements” slider.
  • Bottom section (DA Blueprint Analysis Menus) — 1 sub-menu: Progress Menus.
  • Footer: “The original mod that inspired this was made by Jack the Stripper and permission to continue the mod was granted.”
SettingDefaultEffect
Enable DA Blueprint AnalysisEnabledMaster toggle. When off, event_scan_finished and policeassetscannedship signals stop feeding the tracker table. $DABPEnable in source.
Enable BP DebugDisabledVerbose [BP] log lines with per-scan diagnostics (macro id, class, fragments awarded, remaining). $DABPDebugEnable.

Every unique ware DA has seen scanned enters $DABPTracking as a tuple [required_count, remaining_count]. Each subsequent scan reduces remaining_count by the player’s scan level (0 to 4 depending on scanner Mk and short-range vs long-range scan). When remaining_count hits 0, the blueprint is granted.

The required_count starts equal to the per-class default from this menu. Change a slider here → $DABPClassRequirements.{class} updates → newly-tracked wares of that class start at the new value.

Wares that had progress at the old value keep their remaining_count but see it re-scaled if the required_count changes (line 11840: $DABPTracking.{$LocWare} exact="[new_req, new_req]" — restart the ware at the new required if it changes).

Scan Settings — 34 classes with defaults

Section titled “Scan Settings — 34 classes with defaults”

Source: md/deadairdynamicuniverse.xml:277-282$DABPClassRequirements table + $DABPUnkownClassRequirement fallback for anything not explicitly listed.

ClassDefaultMeaning
buildmodule20Build modules
connectionmodule20Connection modules (bridges)
defencemodule40Defence modules (turret platforms)
dockarea20Dock area modules
habitation40Habitation modules
pier20Pier modules
processingmodule20Processing modules
production30Production modules
storage60Storage modules
welfaremodule20Welfare modules
ClassDefault
ship_xs20
ship_s40
ship_m50
ship_l60
ship_xl60
ClassDefault
engine100
missile20
missilelauncher100
missileturret100
shieldgenerator100
turret100
weapon100
satellite20
countermeasure20
ClassDefault
lockbox20 (via unknown fallback)
mine20 (via unknown fallback)
navbeacon20 (via unknown fallback)
radar20 (via unknown fallback)
resourceprobe20 (via unknown fallback)
ventureplatform20 (via unknown fallback)
Unknown Object Class20 ($DABPUnkownClassRequirement)

Design intent: heavier scan requirements (100) on equipment/weapon blueprints because they’re high-value and drop-per-scan is meant to be a long grind. Lower requirements (20) on infrastructure / consumables.

  • Progress Menus — read-only progress viewer sub-hub with 4 category pages:

The 2 top-level options (Enable / Debug) are in Configuration Presets scope. The 34 per-class Scan Settings sliders are NOT — they’re a nested table; switching presets keeps your slider values unchanged.

DA BP hooks two vanilla scan events:

  • event_scan_finished (line 11647) — when a player-controlled ship completes a scan on an enemy ship.
  • policeassetscannedship (line 11696) — when a player-tagged police asset scans an enemy ship.

Both feed the tracker table. Higher scan levels (better scanner Mk, shorter range) award more fragments per scan — so investing in better scanners speeds up blueprint acquisition.

DA excludes several ware categories from tracking (line 11666):

  • tag.noplayerblueprint / tag.noblueprint — vanilla flag says “not a player blueprint”
  • tag.inventory — inventory items (not equipment blueprints)
  • tag.tradeonly — trade wares, not blueprintable
  • tag.crafting — crafting reagents
  • tag.missiononly — mission-specific items
  • tag.economy — economy wares (basic resources)
  • tag.research — research items
  • tag.workunit — work units

Also excluded: wares the player already has all variants of (player.blueprints.{$LocWare}.any.exists returns true).

  • Early game: pick up S-ship blueprints in ~5-6 scans of the same type. XS drones after ~3-4 scans.
  • Mid-game: sustained police-patrol coverage will slowly fill your Ship blueprint bank without dedicated hunting.
  • Late game: XL blueprints and equipment (100-count) take dedicated grinding — put a police-tagged Mk3-scanner fleet in a high-traffic sector.