RimWorld

RimWorld

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Technology Blueprints & Reverse Engineering
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
648.788 KB
29 Feb, 2020 @ 11:04am
15 Jul @ 5:39am
30 Change Notes ( view )

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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
145 Comments
Proxy 6 hours ago 
started 10 jobs in one tick. newJob=TBnRE_ReverseEngineeringJob (Job_1223237) A = Thing_BlueprintBench119171 jobGiver=RimWorld.JobGiver_Work jobList=(TBnRE_ReverseEngineeringJob (Job_1223187) A = Thing_BlueprintBench119171) (TBnRE_ReverseEngineeringJob (Job_1223192) A = Thing_BlueprintBench119171)
GwinnBleidd  [author] 6 hours ago 
error in error log?
Proxy 6 hours ago 
I have all items on allow.
GwinnBleidd  [author] 7 hours ago 
@Proxy double check that the item you are trying to use is not forbidden (especially if it's a stacked item, with one stack allowed, and the other forbidden.
Otherwise, it's probably a mod conflict
Proxy 19 hours ago 
I found a bug, When I tried to use the bench, they just stand still.
IceMaverick 15 Jul @ 5:43pm 
Thank you for taking the time to do this. While other tech-in-an-item mods exist nowadays, this has always been one of my personal favorite implementations and I'm happy to have it back.
GwinnBleidd  [author] 15 Jul @ 5:41am 
Updated to 1.6.
I don't play much Rim these days, so I didn't test it too much. Please report back any issues
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 
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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)