RimWorld

RimWorld

195 ratings
Technology Blueprints & Reverse Engineering
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
581.016 KB
29 Feb, 2020 @ 11:04am
10 May @ 9:13pm
29 Change Notes ( view )

Subscribe to download
Technology Blueprints & Reverse Engineering

Description
Features:
1. You can build an R&D Bench and use it to reverse engineer things
2. You can reverse engineer buildings

If successful in reverse engineering, your research progress toward related technology will be boosted. To be able to reverse engineer a particular thing or building, they should be unlocked by immediately researchable technology.
Research progress boost is configurable but further affected by the thing's quality, hit points, and amount of other things unlocked by the technology in question.

3. Adds Technology Blueprints to the game. These are rare items that can be dropped by enemies or bought from traders.
Using one will consume it and will give you some progress towards a random, researchable technology.
(This part of the functionality is based on a forked, updated, and patched version of the "Technology Blueprints" mod by Smuffle, LOLKAT_KOMRAD_94)

There are four types of blueprints:
  • Neolithic blueprints
  • Medieval blueprints
  • Industrial blueprints
  • Spacer blueprints
When you have mastered a technological era, you'll be able to research the capacity to craft your own technology blueprints at an R&D Bench and sell them to traders for profit!

Changes / differences compared to the original "Technology Blueprints" mod:
  • ADDED: 1.2, 1.3, 1.4 and 1.5 support
  • ADDED: support for Vanilla Factions Expanded - Settlers
  • ADDED: support for Vanilla Factions Expanded - Medieval
  • CHANGED: other customized factions should work too (depending on the fullness of their XML). If they don't, let me know and I'll try to patch it.
  • ADDED: configuration settings for the blueprints drop rates, and the drop rates now actually work correctly (see the next item). You may want to increase it since the default setting is low
  • CHANGED: the way how blueprints are added to the inventory, allowing to have the right drop rates for all pawns (bypassing skip chance tag)
  • CHANGED: blueprints generated based on faction's technological level (with the exception of tribals: they will generate on average 1 medieval blueprint to every 2 neolithic blueprints)
  • CHANGED: drop rates can be flat (the same for every pawn), or they can scale with the pawn's combatPower. Configurable
  • ADDED: percentage of research boost is configurable and is calculated correctly now, accounting for possible storyteller settings. You may want to increase it since the default setting is low
  • CHANGED: all traders can have blueprints in their stock, and no extra patches are needed (at least, in theory)

Should be added after any mod adding new factions, traders or modifying research

CREDITS:
  • Smuffle, LOLKAT_KOMRAD_94 - Original "Technology Blueprints" mod for version 1.0
  • GwinnBleidd - Updates to 1.1, 1.2, and 1.3, bug fixes, making mod configurable, support for custom factions
  • GwinnBleidd - All of the reverse engineering functionality
  • YAYO - update 1.2.10 (Korean localization and reverse engineering of SterileMaterials)

[ko-fi.com]
Popular Discussions View All (2)
3
20 Mar, 2023 @ 7:14pm
Getting a bug with this mod and some faction mods
TeleportBehindYou
0
31 Mar, 2020 @ 3:22am
reverse engineering bug
Sally smithson
138 Comments
WAAAAGH!!! 11 Jul @ 10:02pm 
Will you be updating it? This mod plays an excellent role when using a large number of mods.
тетеря, блин 25 Jun @ 9:03am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
VitaKaninen 6 Jun @ 3:37am 
If I manually change the value in the save file back to zero, and then use a techprint, it works, but I get an error.

Error in CompUseEffect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 86DEED8D]
at RimWorld.ResearchManager.SetCurrentProject (Verse.ResearchProjectDef proj) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at TBnRE.Utility.BoostResearch (Verse.ResearchProjectDef& chosenResearchProject, Verse.Pawn usedBy, System.Single researchPercentage) [0x000c2] in <058807745cad4f08b71c5d5a67f12de0>:0
at TBnRE.CompUseEffect_UnlockTechnology.DoEffect (Verse.Pawn usedBy) [0x0006d] in <058807745cad4f08b71c5d5a67f12de0>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x0007e] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- PREFIX syrus.hmschoice: Boolean HMSChoice.HarmonyPatches:CompUsable_UsedBy_Prefix(CompUsable __instance, Pawn p)
VitaKaninen 6 Jun @ 3:27am 
Setting the research factor in the storyteller to 0 makes the blueprints stop working.

TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 0
TBnRE: ResearchGainAmount (adjusted) = Infinity

But then then I set it to 100%, it is also not working.

TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 1
TBnRE: ResearchGainAmount (adjusted) = 24242.42

When I open the research window, it says I have NaN / 1,000 of the research done.
When I open my save file and look at the research section, all the values should be numerical, but it says NaN for some of them.

<li>600</li>
<li>500</li>
<li>NaN</li>
<li>0</li>
<li>800</li>
<li>500</li>
q308744928 18 May @ 7:37am 
incompatible with Configurable Techprints . I must find the tech print 1st to unlock the tech then can do reverse research.
Would be better if can do reverse research regardless of this limitation
shiva chirr 21 Feb @ 12:14am 
is there any way to auto read blueprint i have so many from raids and stuff i cant be through them all
GwinnBleidd  [author] 23 Apr, 2024 @ 7:51am 
@тетеря, блин that would be a major mod overhaul, that I'm currently not ready to commit to due to lack of time, unfortunately.
тетеря, блин 23 Apr, 2024 @ 12:36am 
could you, please, implement some of the features of this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566455429

like, an option to have techs researchable only via blueprints + quests for obtaining them.
тетеря, блин 22 Apr, 2024 @ 6:52am 
thanks for the mod!