PC Reading Schematics

hotpoon

New member
So I found my first schematic in A17e, but it does not give me an option to read/learn it. Is this schematic broken or is this how schematics behave now?

I really hope we don't have to carry all our schematics around with us now instead of learning them, but if that is the case, then... devs, what are the chances of having a separate inventory for schematics? Something like a lore/books tab, with slots for all the different schematics.

 
The schematics are now exclusively to craft mods to put onto your tools, weapons, and armor and require varying levels of the "yeah science" perk(int) to be read/crafted once read.

 
The whole idea of the one use schematic is crap anyway. They need to either remove them from the game and let the level gate handle it, or remove the level gate and make them permanently learned. We don't need two gates to these things.

 
The whole idea of the one use schematic is crap anyway. They need to either remove them from the game and let the level gate handle it, or remove the level gate and make them permanently learned. We don't need two gates to these things.
Have to agree with this, having things only obtainable through loot is pretty cheap to begin with, making them single use on top of that is pretty lame.

 
The whole idea of the one use schematic is crap anyway. They need to either remove them from the game and let the level gate handle it, or remove the level gate and make them permanently learned. We don't need two gates to these things.

Wouldn't I need a schematic for everything? I have always wondered. Its so eclectic to the point of not making a lot of sense. I'd say get rid of the schematics, its too much BS.

 
Have to agree with this, having things only obtainable through loot is pretty cheap to begin with, making them single use on top of that is pretty lame.
I mean at least it changes your game play up a bit vs having the same build every start.

 
I mean at least it changes your game play up a bit vs having the same build every start.
In the current iteration? Sure, thats a fault of how narrow the current perk system is though.

In previous alphas we learned recipes by finding them and it did add a lot to the gameplay.

 
not sure if this is relevant but as to the single use, once you make the mod, cant you use it again and again by just removing it and putting it on something else? it becomes like a new piece of equipment...that doesn't degrade.

 
not sure if this is relevant but as to the single use, once you make the mod, cant you use it again and again by just removing it and putting it on something else? it becomes like a new piece of equipment...that doesn't degrade.
While this is true i dont really view micro managing attachments as a benift of the system, more so the opposite.

Not a fan of this modification system at sll to be honest, maybe my opinon will change when the developers add more than the 'ergonomic grip' to tools but for now its more work and effort to be weaker and slower at breaking objects than in previous alphas, are we ever getting the abilty to 1 shot stone voxels back? From my testing it takes 2-3 (slow as hell) 'power attack's to break a single voxel with maxed out 'perks'.

 
I love Warframe. One of the things I hated about it is one time use blueprints. But they were developed long ago. No idea why any new game/patch would add such terrible concept

 
The whole idea of the one use schematic is crap anyway. They need to either remove them from the game and let the level gate handle it, or remove the level gate and make them permanently learned. We don't need two gates to these things.
If it makes you feel better, we can change it into rare item, trinket or whatever.

But its NOT gating in any way and its NOT schematics as in previous alphas, so its NOT gated at all, you just don't understand that it functions as rare material for a mod now.

 
Not sure I see why it matters if I learn how to make a mod and no longer require the schematic? I guess if you're playing with others they will benefit but are you really making lots of each mod? If I can make a scope for my rifle, why does it matter that I can now also make a scope for other guns? It just feels unnecessary.

Maybe I am missing some gameplay element that would be negatively affected and someone will be able to explain it to me.

 
I dislike the idea of a one time use schematic. Basically we use the schematic to put together this mod for our gear and then for some reason set the schematic on fire because we won't ever need it again apparently lol. The schematics should either be learned or removed and all mods be learned with the different levels of Yeah Science!.

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Not sure I see why it matters if I learn how to make a mod and no longer require the schematic? I guess if you're playing with others they will benefit but are you really making lots of each mod? If I can make a scope for my rifle, why does it matter that I can now also make a scope for other guns? It just feels unnecessary.
Maybe I am missing some gameplay element that would be negatively affected and someone will be able to explain it to me.
I'm wearing steel armor and want to put steel plating and the mod that makes it have reduced movement speed penalties. So instead of using one schematic to make five mods I have to find 5 of the same schematic to make the same mod 5 times. It doesn't make any sense really.

 
I dislike the idea of a one time use schematic. Basically we use the schematic to put together this mod for our gear and then for some reason set the schematic on fire because we won't ever need it again apparently lol. The schematics should either be learned or removed and all mods be learned with the different levels of Yeah Science!.
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I'm wearing steel armor and want to put steel plating and the mod that makes it have reduced movement speed penalties. So instead of using one schematic to make five mods I have to find 5 of the same schematic to make the same mod 5 times. It doesn't make any sense really.
I totally forgot about the same armor mod being used in different pieces. I guess permanently learning it makes it a little easy to outfit all parts but I guess that is a flaw of such a simple system. Would much rather see an armorsmith skill where mods are slightly better at higher levels. Getting kitted out with mods early wouldn't make you overpowered then.

 
Well, when discussing other things that don't make sense in this game, people usualle get clubbed to death with the "Reanimated corpses don't make sense either, it's a game, shuddupp!!!!"

 
I'm currently working on a mod to change them to learn on use and not be required in recipes. Would prob make it to require the perk to be able to learn associated tiers of schematics. I hate it. Maybe simply for the fact they are named "schematics" and it makes no sense to not keep/learn them. If they were some random rare item like a type of metal it may be less annoying lol.

 
I'm currently working on a mod to change them to learn on use and not be required in recipes. Would prob make it to require the perk to be able to learn associated tiers of schematics. I hate it. Maybe simply for the fact they are named "schematics" and it makes no sense to not keep/learn them. If they were some random rare item like a type of metal it may be less annoying lol.
Your problem is semantics.....

You don't like name of the item so you try to alter the whole system, because its called "schematic" instead of "that rare part".

Basically, people who have problem with them think of A16 and previous schematics, not rare item component, which current schematics are.

Semantics and nomenclature, try to look beyond the name.

 
Yes, that is basically what I said. Though I still generally just like the idea of having to find a schematic/book to learn how to make something. Finding learnable schematics was exciting. Thinking of real life, I would probably spend a lot of time checking libraries or the like to find books on how to do/make things...I wouldn't just kill 20 zombies and suddenly know how to create a makeshift battery. And then, for some mods it makes sense to require a special part, but requiring a special part to put a flashlight on a gun or put plastic on your armor? Ok, so it doesn't make sense, but gameplay wise? In effect it's a few perk points to have extra chances to find mods in bookshelves, plus some extra resources to actually make them. Again with the books...So yea, I guess it's the nonsensical implementation of the mechanic and the fact that I just enjoyed finding permanent learnables.

 
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