Welfare 2 research arc
The Welfare 2 research arc (story_research_welfare_2.xml, 52KB) is the Pirate-DLC sequel to base game’s Welfare research arc (story_research_welfare_1.xml in base). The arc focuses on investigating habitation modules and constructing a Gambling Hall (welfare_gen_gamblinghall_01_macro — referred to in code as “Den”/“$GamblingDenMacro”).
- Script:
story_research_welfare_2.xml - DLC: Pirate
- Theme: HQ research → habitation investigation → Den construction
- Factions touched: faction.argon, faction.civilian, faction.player
Prerequisites
Section titled “Prerequisites”The arc requires:
- Pirate DLC installed
- Base game Welfare research (Welfare 1) completed
- HQ available with research capabilities
- Boso Ta available at HQ
Persistent character
Section titled “Persistent character”| Character | Role |
|---|---|
| Boso Ta | HQ research scientist + conversation partner |
Mission entry: “Research Unlocked”
Section titled “Mission entry: “Research Unlocked””Cue: Check_Research_Unlocked → First_Research_Done
Section titled “Cue: Check_Research_Unlocked → First_Research_Done”- In-game name: Welfare 2 research available at HQ
- Path/Chapter: Welfare 2 research (entry)
- Find in game: HQ research menu, after Welfare 1 completed
- Prerequisites: Welfare 1 done + Pirate DLC installed
- What player encounters:
- Research entry available in HQ menu
- Boso Ta has new conversation options
- Reward: Research entry available
- Chains to:
Boso_Conversation_Started - Code reference:
story_research_welfare_2.xmlCheck_Research_Unlocked
Mission entry: “Boso Ta Briefing”
Section titled “Mission entry: “Boso Ta Briefing””Cue: Boso_Conversation_Started → Boso_Conversation_Started_Next → Boso_Conversation_Finished
Section titled “Cue: Boso_Conversation_Started → Boso_Conversation_Started_Next → Boso_Conversation_Finished”- In-game name: Conversation with Boso Ta about Welfare 2
- Path/Chapter: Welfare 2 (briefing)
- Find in game: Talk to Boso Ta at HQ
- What player encounters:
- Boso Ta explains Welfare 2 research goals
- Multi-section conversation
- Player station warning:
Boso_Player_Station_Warning(+_Ref) — Boso warns about specific station-related implications
- Where: Player HQ
- NPCs involved: Boso Ta
- Reward: Briefing complete; investigation mission unlocks
- Chains to:
Investigate_Habitation_Inst(Investigation phase) - Code reference:
story_research_welfare_2.xmlBoso_Conversation_*
Mission entry: “Investigate Habitation Installation”
Section titled “Mission entry: “Investigate Habitation Installation””Cue: Investigate_Habitation_Inst
Section titled “Cue: Investigate_Habitation_Inst”- In-game name: Investigate habitation module + plant scan device
- Path/Chapter: Welfare 2 (Investigation — main mission)
- Find in game: Active after Boso briefing
- Prerequisites: Boso briefing complete
- What player encounters:
- Manage stations sub-cue:
Investigate_Habitation_Inst_Manage_Stations— find a target habitation station - Approach module:
Investigate_Habitation_Inst_Near_Module— detect player near module - Plant scan device — multi-step sub-mission:
Investigate_Habitation_Inst_Plant_Device_Initialise— initialize device-plantingInvestigate_Habitation_Inst_Plant_Device— main planting actionInvestigate_Habitation_Inst_Plant_Device_In_Room— verify player in correct roomInvestigate_Habitation_Inst_Plant_Device_Left_Room— track when player leavesInvestigate_Habitation_Inst_Plant_Device_Cleanup— cleanup planted deviceInvestigate_Habitation_Inst_Plant_Device_Cleanup_Helper— cleanup helperInvestigate_Habitation_Inst_Plant_Device_Cooldown— cooldown timerInvestigate_Habitation_Inst_Plant_Device_Reset— reset for retryInvestigate_Habitation_Inst_Plant_Device_Tick— periodic tick
- Scan leak detection:
Investigate_Habitation_Inst_Scan_Leak— scan signal leakInvestigate_Habitation_Inst_Scan_Leak_Create— create signal leakInvestigate_Habitation_Inst_Scan_Leak_Reset— reset after scan
- Manage stations sub-cue:
- Objectives:
- Find target habitation station
- Travel + EVA inside (spacesuit) to specific room
- Plant scan device
- Wait through cooldown
- Scan resulting signal leak
- Where: Target habitation station (varies by player territory)
- NPCs involved: Boso Ta (remote oversight)
- Reward: Investigation data acquired
- Chains to:
Construct_Den - Code reference:
story_research_welfare_2.xmlInvestigate_Habitation_Inst*block
Mod conflict risks — Investigation
Section titled “Mod conflict risks — Investigation”- ❌ Mods that disable spacesuit EVA break room-planting
- ❌ Mods that change habitation module mechanics affect target identification
- ❌ Mods that override scan-leak mechanics affect leak detection
- ⚠ Mods adding signal-leak content may collide with leak-create
- ⚠ Player-station mods affect Boso’s station warning
Mission entry: “Construct the Gambling Hall (Den)“
Section titled “Mission entry: “Construct the Gambling Hall (Den)“”Cue: Construct_Den → Construct_Den_Finished
Section titled “Cue: Construct_Den → Construct_Den_Finished”- In-game name: Build a Gambling Hall on a player station
- Path/Chapter: Welfare 2 (Construction — climax)
- Find in game: After investigation complete
- Prerequisites: Investigation complete + sufficient resources
- What player encounters:
- Player constructs a Gambling Hall habitation module
- Module macro:
welfare_gen_gamblinghall_01_macro(stored as$GamblingDenMacroin code) - Mission type:
missiontype.plot, factioncivilian, difficultylevel.medium,abortable="false" - Mission name text:
{20104, 110201}, description:{10201, 30222152} - Briefing icon:
briefing_boso_ta_01 - Objective:
objective.build_modulematching$GamblingDenMacro - Build process tracks via
Construct_Den_Finishedlistener (matchesevent.param2.{$i}.macro.ismacro.{$GamblingDenMacro})
- Where: Player station (any with construction capability)
- NPCs involved: Boso Ta (remote oversight, briefing actor)
- Reward: Gambling Hall construction complete; Welfare 2 research finalized
- Chains to: End of arc (Research Userdata added)
- Code reference:
story_research_welfare_2.xmlConstruct_Den
Mod conflict risks — Construction
Section titled “Mod conflict risks — Construction”- ❌ Mods that disable
welfare_gen_gamblinghall_01_macrobreak the climax - ❌ Mods that change habitation module recipes affect construction
- ⚠ Construction-rebalance mods affect cost
- ⚠ Mission is
abortable="false"— mods that force-abort missions may collide
Save migration
Section titled “Save migration”AddToResearchUserdata — handles research userdata addition for save migration. Your mod modifying research state must respect this cue.
Path completion summary
Section titled “Path completion summary”A completed Welfare 2 arc yields:
- Den construction unlocked — Pirate habitation module available
- Welfare 2 research entry marked done
- HQ research progress advanced
- Boso Ta acknowledges arc completion
Code references
Section titled “Code references”| Concern | Cue |
|---|---|
| Research unlock | Check_Research_Unlocked + First_Research_Done |
| Boso conversations | Boso_Conversation_* block |
| Player station warning | Boso_Player_Station_Warning* |
| Habitation investigation | Investigate_Habitation_Inst* block |
| Plant device sub-mission | Investigate_Habitation_Inst_Plant_Device_* |
| Scan leak detection | Investigate_Habitation_Inst_Scan_Leak* |
| Den construction | Construct_Den* |
| Research userdata patch | AddToResearchUserdata |
Related
Section titled “Related”- Pirate arcs overview
- Erlking research — parallel research arc
- Story arcs catalog — Welfare 1 base-game research
The Welfare 2 arc completes the welfare research chain begun in base game. Unlocks Pirate Den construction — a specialized habitation feature. Your mod’s interference with EVA, scan leaks, or habitation construction breaks the Den unlock.