The root cause of all of these exploits is the ability to move various SMD* and ENT files between blueprints in the games 'blueprints' folder which allows many otherwise impossible things:
**<<Partial blueprint theft bug>>** Associated file 'Betty Thief'
**<Summary>**
This is a bug that allows a user to create a blueprint that upon loading will contain docked entities from another blueprint
within the same database.
**<Method>**
For this example the ship I am stealing from is on a server and called 'Betty' it has one docked entity: On an SP world create a simple ship composing of a core docked to another core, save this blueprint and name it 'Betty', then go into your blueprint folder and rename the 'Betty' folder something else such as 'Betty Thief', Once this is done go onto the server containing 'Betty' then upload 'Betty Thief' and spawn it; it will spawn with the core from the original blueprint but docked to it will be whatever is in the ATTACHED_0 folder of the 'Betty' blueprint in the server's database.
**<Explanation>**
The meta data of a parent ship references itself via the blueprint folder in order to retrieve the docked entities (Betty/ATTACHED_0) changing the name of the blueprint folder does not change the reference so it will continue to retrieve docked entities from the old folder name, thus allowing one blueprint to load docked entities from another.
**<<Player spawnable custom asteroids bug>>** Associated file 'Blingroid'
**<Summary>**
This bug allows players to spawn custom made asteroids for the cost of the physical (obtainable) blocks in the smallest natural asteroid they can find.
**<Method>**
Create a simple ship composing of a core docked to another core and another ship composing of your custom asteroid; use the /save command to save a blueprint of an unedited (not even mined) asteroid. In the blueprint file for the two docked cores go into the ATTACHED_0 folder and replace the DATA folder with the one from your custom asteroid blueprint, replace the 'meta', 'logic' and 'header' files with those from the asteroid blueprint. The blueprint for the 2 docked cores will now cost (1 core, 1 rail, and the physical blocks in the natural asteroid used) and when spawned will spawn your custom asteroid (potentially millions of free blocks)
**<<Station docked to ship bug>>** Associated file 'ET5P3'
**<Summary>**
Allows the player to have a ship with a station docked to it.
**<Method>**
Create a simple ship composing of a core docked to another core and create a station with a rail docker on it. Use the contents of the station blueprint to replace the contents of the ATTACHED_0 folder in the blueprint of the 2 docked cores.
**<<Planet docked to ship bug>>** Associated file 'ET5P4'
**<Summary>**
Crashes single-player worlds and causes servers to throw out null-pointer errors.
**<Method>**
The method is exactly the same as for the 'Station docked to ship bug' only utilizing a planet blueprint instead of a station one.
**<<Spawn multiple non-docked ships with one blueprint bug>>** Associated file 'ET6P1'
**<Summary>>**
Allows the player to spawn multiple ships with one blueprint, all of them must still be payed for.
**<Method>>**
Create a ship with multiple docking points on it, then replace the contents of the blueprints ATTACHED_X folders with the ships you want to spawn (none of them can have rail dockers), they will spawn in the same positions they would if they were docked but will not be attached in any way to the parent ship.
**<<Core-less ship bug>>** Associated file 'SuperCore'
**<Summary>**
Allows the player to create unusable ships without cores, or usable ships with any enter-able block in place of a core, also
allows the creation of ships with station blocks.
**<Method>**
Simply replace the DATA folder of a ship with one from a station.
Relate blueprints: {F985}