Magpie's Additional Crafting Lists - A Magpie - 07-31-2025
Gimme feedback, if you want. This is just what I'm cooking up.
This is basically a set of prototype component dump recipes so people who own a base with one of these aren't letting their base sit idle. As the going rate for protos is ~1500 and the recipes are balanced around their NPC sellprice of 520, on paper, these recipes are almost comically unprofitable.
Please Note: APM Hardware and Cyberware are not currently part of the economy and would be pretty much RP cargo.
Edit for 5.3: APM Advanced Hardware re-introduced as Core HRC from Omega-55.
Code: craft_list = ExoticCommodities
Code: [recipe]
nickname = hybridequip_production
infotext = Equipment Hybridization
craft_type = ExoticCommodities
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_hybridequip, 200
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = corehardware_production
infotext = APM Hardware Production
craft_type = ExoticCommodities
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_corehardware, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
restricted = true
affiliation_bonus = fc_core, 0.9 ;Core
affiliation_bonus = co_ic_grp, 1.0 ;Interspace
Code: [recipe]
nickname = volgograd_production
infotext = Volgograd Ordinance Production
craft_type = ExoticCommodities
shortcut_number = 3
cooking_rate = 20
reqlevel = 0
loop_production = 1
produced_item = commodity_volgograd_ord, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 200
consumed = commodity_consumer_goods, 1000
restricted = true
affiliation_bonus = fc_kn_grp, 1.0 ;Coalition
Code: [recipe]
nickname = kemwer_production
infotext = Kemwer Production
craft_type = ExoticCommodities
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_kemwer, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 250
consumed = commodity_xeno_relics, 50
restricted = true
affiliation_bonus = fc_or_grp, 1.0 ;Order
Code: [recipe]
nickname = cyberware_production
infotext = Cyberware Production
craft_type = ExoticCommodities
shortcut_number = 5
cooking_rate = 20
reqlevel = 0
loop_production = 1
produced_item = commodity_cyberware, 1000
catalyst = commodity_scientists, 100
consumed = commodity_prototype_components, 200
consumed = commodity_humanorgans, 100
consumed = commodity_medstasis, 100
restricted = false
affiliation_bonus = co_vr_grp, 0.9 ;Ageira
affiliation_bonus = li_alaska_grp, 0.9 ;ASF (failsafe)
affiliation_bonus = li_lsf_grp, 0.9;LSF
affiliation_bonus = li_n_grp, 0.9 ;Liberty Navy
affiliation_bonus = co_hsp_grp, 0.85 ;Cryer
affiliation_bonus = fc_lh_grp, 0.85 ;Lane Hackers
affiliation_bonus = br_n_grp, 0.9 ;BAF
affiliation_bonus = fc_ouk_grp, 0.9 ;BIS
affiliation_bonus = ku_kt_grp, 0.85; Kishiro
affiliation_bonus = ku_n_grp, 0.9 ;KNF
affiliation_bonus = ku_koi_grp, 0.9 ;KOI
affiliation_bonus = fc_h_grp, 0.9 ;Hogosha
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_corse_grp, 0.85 ;Unione Corse
affiliation_bonus = ga_n_grp, 0.9 ;Gallic Navy
affiliation_bonus = ga_gni_grp, 0.9 ;GNI
affiliation_bonus = rh_n_grp, 0.9 ;Rheinland Military
affiliation_bonus = rh_mnd_grp, 0.9 ;MND
affiliation_bonus = rh_thuringia_grp, 0.9 ;D-16 (failsafe)
affiliation_bonus = fc_core, 0.85 ;Core
affiliation_bonus = fc_or_grp, 0.9 ;Order
affiliation_bonus = fc_technocracy, 0.85 ;Technocracy
affiliation_bonus = fc_militant, 0.9 ;Militants
All the following recipes are very inefficient at best and actively detrimental at worst. I haven't gotten around to including IFF bonuses on it yet, but when I do, it's probably going to be something like 3/4 of Sirius and they'll still suck. I'm also cooking up a crafting list with more deprecated commodities for use as RP cargo, which I'll finish one day.
Code: [recipe]
nickname = module_onsite_fabricator
infotext = Onsite Fabricator
build_type = utility
recipe_number = 5
craft_list = IndustrialFabrication
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
cargo_storage = 10000
Code: [recipe]
nickname = hull_panel_production
infotext = Hull Panel Fabrication
craft_type = IndustrialFabrication
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_ship_hull_panels, 1000
produced_item = commodity_toxic_waste, 150
catalyst = commodity_crew, 100
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed = commodity_boron, 500
consumed = commodity_basic_alloys, 500
consumed = commodity_super_alloys, 500
Code: [recipe]
nickname = basic_alloy_production
infotext = Basic Alloy Forging
craft_type = POBMunitions
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_basic_alloys, 1000
produced_item = commodity_toxic_waste, 150
catalyst = commodity_crew, 100
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed_dynamic_alt = 500, commodity_titanium, commodity_iron
consumed = commodity_aluminium, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = industrial_materials_production
infotext = Industrial Materials Production
craft_type = IndustrialFabrication
shortcut_number = 3
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_industrial, 1000
produced_item = commodity_toxic_waste, 150
catalyst = commodity_crew, 100
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed = commodity_construction_machinery, 500
consumed = commodity_robotic_hardware, 500
consumed = commodity_robocultivars, 100
Code: [recipe]
nickname = mining_machinery_prodcuction
infotext = Mining Machinery Assembly
craft_type = IndustrialFabrication
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 1
produced_item = commodity_mining_machinery, 500
produced_item = commodity_toxic_waste, 150
catalyst = commodity_crew, 100
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed = commodity_robotic_hardware, 500
consumed = commodity_industrial, 100
consumed = commodity_diamonds, 100
RE: Magpie's Additional Crafting Lists - A Magpie - 08-01-2025
Update 1 November 2025:
Updated Wild POB recipes to include Wendigos.
Bespoke Wild POB-exclusive crafting. For Abductees, you're currently looking at, as written, 180 profit every 20 minutes at Lichtenfelde. Vagrants and Wendigo get their own list because unlike the Wild crafting list, they're a little more restricted in scope.
Code: [recipe]
nickname = criminals_wild
infotext = Wild Abduction
craft_type = Captives
shortcut_number = 6
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 20, commodity_bd, commodity_bis, commodity_bountyhunter, commodity_bn, commodity_belite, commodity_bp, commodity_bund, commodity_coalition, commodity_core, commodity_corsair, commodity_council, commodity_crayterian, commodity_enclave, commodity_fa, commodity_g, commodity_gabrigands, commodity_ganavy, commodity_gapolice, commodity_gc, commodity_gmg, commodity_hog, commodity_img, commodity_kelite, commodity_kempeitai, commodity_kn, commodity_kp, commodity_lanehacker, commodity_librogue, commodity_lsf, commodity_lwb, commodity_maquis, commodity_militant, commodity_military, commodity_mnd, commodity_molly, commodity_natio, commodity_order, commodity_outcast, commodity_pilots, commodity_pirates, commodity_police, commodity_redhessian, commodity_rn, commodity_rp, commodity_separatist, commodity_unionecorse, commodity_unioners, commodity_xenos, commodity_zoners
produced_item = commodity_abductees, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: craft_list = wildretraining
craft_list = vagrantinfiltration
Code: [recipe]
nickname = abductees_crew
infotext = Crew Training
craft_type = wildretraining
shortcut_number = 1
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
produced_item = commodity_crew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_marines
infotext = Marine Training
craft_type = wildretraining
shortcut_number = 2
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
; consumed = commodity_crayons, 5
produced_item = commodity_marines, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_scientists
infotext = Scientist Training
craft_type = wildretraining
shortcut_number = 3
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 5
produced_item = commodity_scientists, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Originally, this was going to be a crafting list of passengers for ALL regions, but I nerfed it big-time to prevent myself from thinking "what if I set my Omicron Wild POB to make nothing but Gallic Passengers and ran them to Altair?"
Code: [recipe]
nickname = abductees_passengers_ew
infotext = Passenger Cabin Infiltration
craft_type = wildretraining
shortcut_number = 4
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
Code: [recipe]
nickname = abductees_passengers_li
infotext = Passenger Infiltration (Liberty)
craft_type = wildretraining
shortcut_number = 4
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_li, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_passengers_br
infotext = Passenger Infiltration (Bretonia)
craft_type = wildretraining
shortcut_number = 5
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_br, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_passengers_ga
infotext = Passenger Infiltration (Gallia)
craft_type = wildretraining
shortcut_number = 6
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ga, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
[recipe]
nickname = abductees_passengers_ku
infotext = Passenger Infiltration (Kusari)
craft_type = wildretraining
shortcut_number = 7
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ku, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
;affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
[/code] Code: [recipe]
nickname = abductees_passengers_rh
infotext = Passenger Infiltration (Rheinland)
craft_type = wildretraining
shortcut_number = 8
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_rh, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_passengers_bw
infotext = Passenger Infiltration (Omegas)
craft_type = wildretraining
shortcut_number = 9
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_bw, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_passengers_ew
infotext = Passenger Infiltration (Omicrons)
craft_type = wildretraining
shortcut_number = 10
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Code: [recipe]
nickname = abductees_vacationers
infotext = Worst Vacation Ever (Vacationers)
craft_type = wildretraining
shortcut_number = 11
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_vacationers, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
Wendigos getting a pretty big span in the backyard of no less than three Houses means that a one size fits all approach to their Abductee to Passenger recipe would be a little restrictive. Consequently, they get three recipes.
Code: [recipe]
nickname = wendigo_passengers_br
infotext = Passenger Infiltration (Bretonia)
craft_type = vagrantinfiltration
shortcut_number = 1
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_br, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
Code: [recipe]
nickname = wendigo_passengers_ga
infotext = Passenger Infiltration (Gallia)
craft_type = vagrantinfiltration
shortcut_number = 2
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_ga, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
Code: [recipe]
nickname = abductees_passengers_li
infotext = Passenger Infiltration (Liberty)
craft_type = vagrantinfiltration
shortcut_number = 3
cooking_rate = 5
reqlevel = 0
loop_production = 1
consumed = commodity_abductees, 50
produced_item = commodity_passengers_li, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
Sorted Artifacts, Liquid Cardamine
Code: [recipe]
nickname = artifact_sorting
infotext = Artifact Sorting
craft_type = Smuggling
shortcut_number = 5
cooking_rate = 100
reqlevel = 0
loop_production = 1
produced_item = commodity_ga_artifacts, 250
produced_item = commodity_inert_artifacts, 500
produced_item = commodity_toxic_waste, 150
catalyst = commodity_scientists, 100
consumed = commodity_alien_artifacts, 1000
restricted = true
affiliation_bonus = fc_c_grp, 0.9 ;Corsairs
affiliation_bonus = fc_u_grp, 0.9 ;Unioners
affiliation_bonus = fc_h_grp, 0.85 ;Hogosha
affiliation_bonus = co_os_grp, 0.85 ;Orbital Spa & Cruise
Code: [recipe]
nickname = cardamine_compression
infotext = Cardamine Liquidation
craft_type = Smuggling
shortcut_number = 6
cooking_rate = 100
reqlevel = 0
loop_production = 1
produced_item = commodity_liquid_cardamine, 500
catalyst = commodity_scientists, 100
consumed = commodity_cardamine, 1000
restricted = true
affiliation_bonus = fc_ou_grp, 1.0 ;Outcasts
RE: Magpie's Additional Crafting Lists - R.P.Curator - 08-01-2025
Additional Requirement:
- Pilots or Black Market Augmetics for Hybrid Equipment
- Detroit Light Arms / Daumann Side Arms / Gallic Enfers for APM Hardware
- Black Market Light Arms for Volgrograd
- Black Market Light Arms for Kemwer
- Counterfeit Computerware for Cyberware
Reason: Balance - Like all the other recipes require a ID specific component AND not to slap a PoB next to the sell point and just print out money from Salvage
RE: Magpie's Additional Crafting Lists - A Magpie - 08-01-2025
They are already "balanced" against the sellprice of Protos, as well as both APM Hardware and Kemwer Technologies requiring Xeno Relics.
To wit:
Kemwer Technologies
250 x 520 is 130k opportunity cost to make 75k base purchase price
Volgograd Ordinance
200 x 520 is 104k opportunity cost to make 75k base purchase price
Hybrid Equipment
250 x 520 is 130k opportunity cost to make 37,5k base purchase price of the HRC. (edit: doubled the amount for parity)
If anything, I should be reducing the amount of commodities consumed for the recipes.
RE: Magpie's Additional Crafting Lists - R.P.Curator - 08-01-2025
The cost you're referring to is not a maintained (constant) cost.
Its a one time payoff.
The credits you pay for the Ex.Fab are reimbursed by a "X" amount of trades.
What I'm talking about is a required constant cost - i.e. additional recipe material - that would have the player travel and interact with other players, instead of slapping PoBs at sell points and shooting NPCs in space - tho we all love it at one point, cause interaction is limited and gets tedious.
I understand the need for an economically (comically) viable recipe for extra protos, since guns (especially cap guns) take a lot of time to craft; but these recipes, in their current forms are over powered, credits to time spent.
Not to mention, I'm making Volgrograd Ordonance without any use of anything related to Coalition or Arms / Munitions.
RE: Magpie's Additional Crafting Lists - A Magpie - 08-01-2025
BMLA are just stolen Detroit guns, just like Side Arms are looted Daumann and Enfer is stolen Gallic toys. Kemwer and Volgograd are homegrown equipment being quietly moved to revolutionaries across Sirius... and there already exists a NPC base selling those exact goods in the general area, which would just exist to arbitrarily inflate the cost for "balance". The whole point is "proto dump for unloved POB module", not "hmm yes I want to make multiple trips on my Order 5ker today".
The big bottleneck is prototype components. The recipes, as written, will eat an entire day's production worth of prototype components in a little under two hours. If someone has, say, 100k protos just lying around and wants to burn them all at once in a POB of a very specific IFF to make a shitload of money, that is very much a one-time thing.
RE: Magpie's Additional Crafting Lists - A Magpie - 09-11-2025
The old slaves commodity becomes retooled to make the human cargo "Ransoms".
Code: Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.
Properties
Base Price: $5000
Container Hitpoints: 1000
Cargo Space Per Unit: 500
in Liners: 250
Code: [Good]
nickname = commodity_slaves
msg_id_prefix = gcs_gen_commodity_boron
equipment = commodity_slaves
category = commodity
price = 5000
combinable = true
good_sell_price = 8.000000
bad_buy_price = 8.000000
bad_sell_price = 2.000000
good_buy_price = 2.000000
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\comm_icons\slaves.3db
jump_dist = 50
For select_equip.ini
Code: [Commodity]
nickname = commodity_slaves
ids_name = 501570
ids_info = 501571
units_per_container = 500
pod_appearance = cargopod_drab
loot_appearance = lootcrate_drab
decay_per_second = 0
volume = 500
volume_class_override = 10, 250
hit_pts = 1000
Code: 501570
Ransoms
501571
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RANSOMS</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.</TEXT><PARA/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Properties</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><PARA/><JUST loc="left"/><TEXT>Base Price: $5000</TEXT><PARA/><TEXT>Container Hitpoints: 1000</TEXT><PARA/><TEXT>Cargo Space Per Unit: 500</TEXT><PARA/><PARA/><TEXT>In Liners: 250</TEXT><PARA/>
<POP/></RDL>
Code: [recipe]
nickname = criminals_criminal
infotext = Pilot Ransoming
craft_type = Captives
shortcut_number = 7
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_bis, commodity_bountyhunter, commodity_bn, commodity_belite, commodity_bp, commodity_coalition, commodity_core, commodity_council, commodity_crayterian, commodity_ganavy, commodity_gapolice, commodity_gmg, commodity_img, commodity_kelite, commodity_kempeitai, commodity_kn, commodity_kp, commodity_lsf, commodity military, commodity_mnd, commodity_natio, commodity_order, commodity_pilots, commodity_police, commodity_rn, commodity_rp, commodity_zoners
produced_item = commodity_slaves, 1
catalyst = commodity_marines, 100
RE: Magpie's Additional Crafting Lists - A Magpie - 10-05-2025
Bounty Hunters are kind of unloved with the POB refinery format. It's understandable why they don't get access to every criminal cell recipe ever because that would be endless potential for abuse, so I decided to come up with a compromise. Luckily, there's already a generic commodity_prisoners in the files, and even better, it's not currently being used for anything. To make it cross-compatible with multiple House Lawful factions, instead of it being a single Prisoners commodity which would make every single criminal recipe an absolute nightmare requiring exactly 25 of a specific unlawful pilot with no mix and match, the recipe simply makes the Prisoners take up a total of 250 cargo, like a single criminal cell would on a Liner, as well as motivate prison liners to make the run by putting the prisoners on par with unlawful pilots brought in by snubs.
Code: Prisoners are Criminals who have been apprehended by the Bounty Hunters Guild and their bounties processed. These individuals are currently being transported to a prison facility to serve their sentences. Transports carrying Prisoners are frequently targeted by pirates and smugglers in an attempt to free their incarcerated comrades.
Properties
Base Price: $300
Container Hitpoints: 1000
Cargo Space Per Unit: 10
In Liners: 2
Code: [Good]
nickname = commodity_prisoners
equipment = commodity_prisoners
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 300
combinable = true
good_sell_price = 1.1
bad_buy_price = 1.1
bad_sell_price = 1.1
good_buy_price = 1.1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\comm_icons\prisoners.3db
jump_dist = 5
For select_equip.ini
Code: [Commodity]
nickname = commodity_prisoners
ids_name = 261646
ids_info = 500441
units_per_container = 500
pod_appearance = cargopod_green
loot_appearance = lootcrate_escape_pod
decay_per_second = 0
volume = 10
volume_class_override = 10, 2
hit_pts = 1000
Code: 261646
Prisoners
500441
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>PRISONERS</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Prisoners are Criminals who have been apprehended by the Bounty Hunters Guild and their bounties processed. These individuals are currently being transported to a prison facility to serve their sentences. Transports carrying Prisoners are frequently targeted by pirates and smugglers in an attempt to free their incarcerated comrades.</TEXT><PARA/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Properties</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><PARA/><JUST loc="left"/><TEXT>Base Price: $300</TEXT><PARA/><TEXT>Container Hitpoints: 1000</TEXT><PARA/><TEXT>Cargo Space Per Unit: 10</TEXT><PARA/><PARA/><TEXT>In Liners: 2</TEXT><PARA/>
<POP/></RDL>
Code: [recipe]
nickname = criminals_prisoners
infotext = Bounty Processing
craft_type = Captives
shortcut_number = 8
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_bd, commodity_bund, commodity_coalition, commodity_corsair, commodity_enclave, commodity_fa, commodity_g, commodity_gabrigands, commodity_gc, commodity_hog, commodity_lanehacker, commodity_librogue, commodity_lwb, commodity_maquis, commodity_militant, commodity_molly, commodity_order, commodity_outcast, commodity_pirates, commodity_redhessian, commodity_separatist, commodity_unionecorse, commodity_unioners, commodity_xenos
produced_item = commodity_prisoners, 25
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = gd_bh_grp, 1.0 ;Bounty Hunters Guild
Code: ;Prison - Bretonia
[recipe]
nickname = criminals_bretonia
infotext = Bretonian inmate processing
craft_type = Captives
shortcut_number = 1
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_coalition, commodity_corsair, commodity_g, commodity_lanehacker, commodity_librogue, commodity_militant, commodity_molly, commodity_outcast, commodity_pirates, commodity_redhessian, commodity_prisoners
produced_item = commodity_criminals, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = br_p_grp, 1.0 ;BPA
affiliation_bonus = br_n_grp, 1.0 ;BAF
affiliation_bonus = fc_ouk_grp, 1.0 ;BIS
;Prison - Gallia
[recipe]
nickname = criminals_Gallia
infotext = Gallic inmate processing
craft_type = Captives
shortcut_number = 2
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_bund, commodity_g, commodity_gabrigands, commodity_maquis, commodity_unionecorse, commodity_outcast, commodity_pirates, commodity_unioners, commodity_prisoners
produced_item = commodity_criminals_ga, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = ga_n_grp, 1.0 ;GN
;Prison - Kusari
[recipe]
nickname = criminals_kusari
infotext = Kusari inmate processing
craft_type = Captives
shortcut_number = 3
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_gc, commodity_librogue, commodity_lanehacker, commodity_outcast, commodity_pirates, commodity_corsair, commodity_bd, commodity_hog, commodity_fa, commodity_xenos, commodity_prisoners
produced_item = commodity_criminals_ku, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = ku_p_grp, 1.0 ;KSP
affiliation_bonus = ku_n_grp, 1.0 ;KNF
affiliation_bonus = ku_koi_grp, 1.0 ;KOI
;Prison - Liberty
[recipe]
nickname = criminals_liberty
infotext = Liberty inmate processing
craft_type = Captives
shortcut_number = 4
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_g, commodity_gc, commodity_lanehacker, commodity_librogue, commodity_militant, commodity_outcast, commodity_pirates, commodity_unioners, commodity_xenos, commodity_prisoners
produced_item = commodity_criminals_li, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = li_p_grp, 1.0 ;LPI
affiliation_bonus = li_n_grp, 1.0 ;LN
affiliation_bonus = li_lsf_grp, 1.0 ;LSF
;Prison - Rheinland
[recipe]
nickname = criminals_rheinland
infotext = Rheinland inmate processing
craft_type = Captives
shortcut_number = 5
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 25, commodity_bund, commodity_coalition, commodity_corsair, commodity_fa, commodity_gabrigands, commodity_librogue, commodity_lwb, commodity_maquis, commodity_pirates, commodity_redhessian, commodity_unioners, commodity_xenos, commodity_prisoners
produced_item = commodity_criminals_rh, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = rh_p_grp, 1.0 ;RFP
affiliation_bonus = rh_n_grp, 1.0 ;RM
affiliation_bonus = rh_mnd_grp, 1.0 ;MND
For continuity with unimplemented Wild abduction.
Code: ;Nomads
[recipe]
nickname = criminals_wild
infotext = Wild Abduction
craft_type = Captives
shortcut_number = 6
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 20, commodity_bd, commodity_bis, commodity_bountyhunter, commodity_bn, commodity_belite, commodity_bp, commodity_bund, commodity_coalition, commodity_core, commodity_corsair, commodity_council, commodity_crayterian, commodity_enclave, commodity_fa, commodity_g, commodity_gabrigands, commodity_ganavy, commodity_gapolice, commodity_gc, commodity_gmg, commodity_hog, commodity_img, commodity_kelite, commodity_kempeitai, commodity_kn, commodity_kp, commodity_lanehacker, commodity_librogue, commodity_lsf, commodity_lwb, commodity_maquis, commodity_militant, commodity_military, commodity_mnd, commodity_molly, commodity_natio, commodity_order, commodity_outcast, commodity_pilots, commodity_pirates, commodity_police, commodity_redhessian, commodity_rn, commodity_rp, commodity_separatist, commodity_unionecorse, commodity_unioners, commodity_xenos, commodity_zoners, commodity_prisoners
produced_item = commodity_abductees, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_wild, 1.0 ;Wild
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wendigo, 1.0 ;Wendigos
RE: Magpie's Additional Crafting Lists - A Magpie - 10-18-2025
Core POBs can make CGs too! I stripped out the additional 2k cargo overhead of needing 4 additional criminal cells for quality of life, but considering the ease of acquiring criminal cells, I'm seriously considering lobbying for the removal of needing those 4 criminal cells as a catalyst altogether.
Code: [recipe]
nickname = criminal_rehabilitation01_apm
infotext = Penal Labor, Consumer Goods [Core]
craft_type = FactoryGoods
shortcut_number = 6
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_iron, 2500, commodity_bioproduce, 2500, commodity_optical_chips, 1500
consumed_dynamic = commodity_mox_fuel, 500, commodity_h_fuel, 167
consumed = commodity_industrial, 1000
consumed_dynamic_alt = 1, commodity_criminals, commodity_criminals_ku, commodity_criminals_ga, commodity_criminals_rh, commodity_criminals_li
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_ew, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = fc_core, 1.0 ;Core
RE: Magpie's Additional Crafting Lists - A Magpie - 10-21-2025
I can't believe I have to fly all the way back to a NPC base to restock cloak and JD batteries. I guess I have no choice but to make a funny crafting list. Maybe two.
Say hello to the AmmoProduction crafting list.
Code: [recipe]
nickname = module_restock
produced_item = module_restock
infotext = Restock Module
build_type = Utility
recipe_number = 5
craft_list = AmmoProduction
craft_list = SiegeAmmo
module_class = 11
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
consumed = commodity_nanocapacitors, 5000
cargo_storage = 10000
Code: [recipe]
nickname = ammoproduce_fighter
infotext = Snubcraft Munition Production
craft_type = AmmoProduction
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = missile01_mark05_ammo, 400
produced_item = missile01_mark06_ammo, 600
produced_item = missile02_mark05_ammo, 400
produced_item = missile03_mark04_ammo, 600
produced_item = dsy_twister_ammo, 500
produced_item = rh_missile01_ammo, 500
produced_item = ga_missile01_ammo, 600
produced_item = br_missile01_ammo, 600
produced_item = li_missile01_ammo, 600
produced_item = ku_missile01_ammo, 800
produced_item = missile02_mark05_ammo, 600
produced_item = torpedo01_mark01_ammo, 1600
produced_item = torpedo03_mark01_ammo, 3300
produced_item = bw_shf_forward_gun04_ammo, 20000
produced_item = bw_shf_forward_gun05_ammo, 900
produced_item = torpedo01_mark03_ammo, 300
produced_item = torpedo02_mark01_ammo, 400
produced_item = bomber_torpedo_launcher01_ammo, 150
produced_item = torpedo02_mark01_ammo, 400
;Gravedigger Torpedo
;produced_item = bomber_torpedo_05_ammo, 50
;Hailstone Missile System
;produced_item = bomber_torpedo_04_ammo, 500
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_gunboat
infotext = Gunboat Munition Production
craft_type = AmmoProduction
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = dsy_annihilator_torpedo_ammo, 10800
produced_item = dsy_silencer_missile_ammo, 3500
produced_item = dsy_harpoon_missile_ammo, 5200
produced_item = asco_torpedo1_ammo, 1900
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_cruiser
infotext = Cruiser Munition Production
craft_type = AmmoProduction
shortcut_number = 3
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = dsy_devastator_torpedo_ammo, 300
produced_item = dsy_marauder_torpedo_ammo, 300
produced_item = dsy_desolator_missile_ammo, 3600
produced_item = cruiser_defence_weapon03_ammo, 1200
produced_item = cruiser_heavy_driller_missile_ammo, 6000
;Cruiser Scatter Missile
;produced_item = cruiser_primary_w01_ammo, 8000
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_battlecruiser
infotext = Battlecruiser Munition Production
craft_type = AmmoProduction
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = bc_missile_launcher01_ammo, 350
produced_item = bc_missile_launcher02_ammo, 1000
produced_item = bc_heavy_driller_missile_ammo, 4000
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_battleship
infotext = Battleship Munition Production
craft_type = AmmoProduction
shortcut_number = 5
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = dsy_nightmare_torpedo_ammo, 50
produced_item = dsy_reaper_missile_ammo, 300
produced_item = dsy_hurricane_torpedo_ammo, 300
produced_item = dsy_lightning_missile_ammo, 300
produced_item = cruise_disruptor01_mark04_ammo, 40
;produced_item = battleship_fortress_shield_dropper_ammo, 50
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_nomads
infotext = Nomad Munitions (Restricted)
craft_type = AmmoProduction
shortcut_number = 6
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = nomad_cruise_disruptor02_ammo, 250
produced_item = dsy_nomad_traincd_ammo, 250
produced_item = dsy_nomad_torpedo03_ammo, 400
produced_item = dsy_nomad_missile01_ammo, 400
produced_item = dsy_nomad_missile02_ammo, 600
produced_item = dsy_nomad_missile03_ammo, 400
produced_item = dsy_nomad_torpedo02_ammo, 900
produced_item = dsy_nomad_mine01_ammo, 125
produced_item = no_bc_missile_launcher01_ammo, 550
produced_item = no_bs_missile_launcher01_ammo, 1400
produced_item = no_bs_missile_launcher02_ammo, 600
produced_item = no_cr_missile_launcher01_ammo, 3000
produced_item = dsy_nomadgb_silencer_ammo, 3500
produced_item = dsy_nomadgb_vandal_ammo, 5200
produced_item = dsy_nomad_cm_01_ammo, 200
produced_item = ge_s_repair_01, 10000
produced_item = ge_s_battery_01, 10000
catalyst = commodity_crew, 100
consumed = commodity_alien_organisms, 500
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wild ;Wild
affiliation_bonus = fc_wendigo ;Wendigo
Code: [recipe]
nickname = ammoproduce_specialist
infotext = Specialist Munitions Production
craft_type = AmmoProduction
shortcut_number = 7
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = dsy_anomalyscanner01_ammo, 750
produced_item = cloak_battery, 5000
produced_item = jump_drive_battery, 1000
catalyst = commodity_crew, 100
catalyst = commodity_scientists, 100
consumed = commodity_munitions, 500
consumed = commodity_prototype_components, 50
consumed = commodity_industrial, 100
Code: [recipe]
nickname = ammoproduce_rmcmcd
infotext = Shield Battery, Nanobot, Mine, Cruise Disruptor and Countermeasure Ammo Production
craft_type = AmmoProduction
shortcut_number = 8
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = mine02_mark05_ammo, 350
produced_item = mine01_mark05_ammo, 250
produced_item = mine02_mark01_ammo, 225
produced_item = mine02_mark06_ammo, 125
produced_item = mine01_mark04_ammo, 150
produced_item = mine02_mark04_ammo, 150
;produced_item = fighter_pulse_mine_ammo, 200
produced_item = ge_s_cm_02_ammo, 125
produced_item = ge_s_cm_03_ammo, 175
produced_item = ge_s_cm_04_ammo, 250
produced_item = ge_s_cm_06_ammo, 325
produced_item = dsy_cloakdisruptor_ammo, 100
produced_item = cruise_disruptor01_mark01_ammo, 250
produced_item = cruise_disruptor01_mark02_ammo, 250
produced_item = cruise_disruptor01_mark03_ammo, 250
produced_item = ge_s_repair_01, 10000
produced_item = ge_s_battery_01, 10000
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Siege ammo gets its own classification because if the crafting list is too OP, it can be simply removed outright.
Code: [recipe]
nickname = siegemunition_gunboat
infotext = Gunboat Siege Munition Production
craft_type = SiegeAmmo
shortcut_number = 1
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = gunboat_forward_gun_siege_ammo, 1300
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = siegemunition_cruiser
infotext = Cruiser Siege Munition Production
craft_type = SiegeAmmo
shortcut_number = 2
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = cruiser_heavy_siege_ammo, 600
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = siegemunition_battlecruiser
infotext = Battlecruiser Siege Munition Production
craft_type = SiegeAmmo
shortcut_number = 3
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = bc_primary_siege_ammo, 550
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = siegemunition_battleship
infotext = Battleship Siege Munition Production
craft_type = SiegeAmmo
shortcut_number = 4
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = dsy_codebb_siege_ammo, 450
catalyst = commodity_crew, 100
consumed = commodity_munitions, 500
consumed = commodity_industrial, 100
Code: [recipe]
nickname = siegemunition_nomad_gunboat
infotext = Nomad Gunboat Siege Shell Production (Restricted)
craft_type = SiegeAmmo
shortcut_number = 5
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = no_gb_siege_ammo, 1300
catalyst = commodity_crew, 100
consumed = commodity_alien_organisms, 500
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wild ;Wild
affiliation_bonus = fc_wendigo ;Wendigo
Code: [recipe]
nickname = siegemunition_nomad_cruiser
infotext = Nomad Cruiser Siege Shell Production (Restricted)
craft_type = SiegeAmmo
shortcut_number = 6
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = no_cr_siege_ammo, 600
catalyst = commodity_crew, 100
consumed = commodity_alien_organisms, 500
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wild ;Wild
affiliation_bonus = fc_wendigo ;Wendigo
Code: [recipe]
nickname = siegemunition_nomad_battlecruiser
infotext = Nomad Battlecruiser Siege Shell Production (Restricted)
craft_type = SiegeAmmo
shortcut_number = 7
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = no_bc_siege_ammo, 550
catalyst = commodity_crew, 100
consumed = commodity_alien_organisms, 500
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wild ;Wild
affiliation_bonus = fc_wendigo ;Wendigo
Code: [recipe]
nickname = siegemunition_nomad_battleship
infotext = Nomad Battleship Siege Shell Production (Restricted)
craft_type = SiegeAmmo
shortcut_number = 8
cooking_rate = 10
reqlevel = 0
loop_production = 0
produced_item = no_bs_siege_ammo, 450
catalyst = commodity_crew, 100
consumed = commodity_alien_organisms, 500
consumed = commodity_azurite_gas, 100
restricted = true
affiliation_bonus = fc_n_grp, 1.0 ;Nomads
affiliation_bonus = fc_vagrants, 1.0 ;Vagrants
affiliation_bonus = fc_wild ;Wild
affiliation_bonus = fc_wendigo ;Wendigo
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