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.
In-game view
Section titled “In-game view”
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.”
DA Blueprint Analysis Options
Section titled “DA Blueprint Analysis Options”| Setting | Default | Effect |
|---|---|---|
| Enable DA Blueprint Analysis | Enabled | Master toggle. When off, event_scan_finished and policeassetscannedship signals stop feeding the tracker table. $DABPEnable in source. |
| Enable BP Debug | Disabled | Verbose [BP] log lines with per-scan diagnostics (macro id, class, fragments awarded, remaining). $DABPDebugEnable. |
Scan Settings — how it works
Section titled “Scan Settings — how it works”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 + $DABPUnkownClassRequirement fallback for anything not explicitly listed.
Station module classes (10)
Section titled “Station module classes (10)”| Class | Default | Meaning |
|---|---|---|
buildmodule | 20 | Build modules |
connectionmodule | 20 | Connection modules (bridges) |
defencemodule | 40 | Defence modules (turret platforms) |
dockarea | 20 | Dock area modules |
habitation | 40 | Habitation modules |
pier | 20 | Pier modules |
processingmodule | 20 | Processing modules |
production | 30 | Production modules |
storage | 60 | Storage modules |
welfaremodule | 20 | Welfare modules |
Ship classes (5)
Section titled “Ship classes (5)”| Class | Default |
|---|---|
ship_xs | 20 |
ship_s | 40 |
ship_m | 50 |
ship_l | 60 |
ship_xl | 60 |
Equipment classes (9)
Section titled “Equipment classes (9)”| Class | Default |
|---|---|
engine | 100 |
missile | 20 |
missilelauncher | 100 |
missileturret | 100 |
shieldgenerator | 100 |
turret | 100 |
weapon | 100 |
satellite | 20 |
countermeasure | 20 |
Misc / other classes (10 + fallback)
Section titled “Misc / other classes (10 + fallback)”| Class | Default |
|---|---|
lockbox | 20 (via unknown fallback) |
mine | 20 (via unknown fallback) |
navbeacon | 20 (via unknown fallback) |
radar | 20 (via unknown fallback) |
resourceprobe | 20 (via unknown fallback) |
ventureplatform | 20 (via unknown fallback) |
Unknown Object Class | 20 ($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.
DA Blueprint Analysis Menus
Section titled “DA Blueprint Analysis Menus”- Progress Menus — read-only progress viewer sub-hub with 4 category pages:
- Station Modules — 10 classes
- Ships — XS/S/M/L/XL
- Equipment — turrets, engines, shields, weapons, missiles, etc.
- Misc — everything not fitting the above
Preset scope
Section titled “Preset scope”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.
Interaction with vanilla scanning
Section titled “Interaction with vanilla scanning”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.
Filter — what wares are tracked
Section titled “Filter — what wares are tracked”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 blueprintabletag.crafting— crafting reagentstag.missiononly— mission-specific itemstag.economy— economy wares (basic resources)tag.research— research itemstag.workunit— work units
Also excluded: wares the player already has all variants of (player.blueprints.{$LocWare}.any.exists returns true).
Gameplay effect at recommended defaults
Section titled “Gameplay effect at recommended defaults”- 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.