RimWorld

RimWorld

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[D] Techprinting (Continued)
   
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Mod, 1.1, 1.2, 1.3
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897.046 KB
26 Jul, 2021 @ 6:16am
11 Dec, 2021 @ 5:00am
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[D] Techprinting (Continued)

Description
A continuation of Dametri's [D] Techprinting.

If the original owner requests, this will be taken down.

Note: Not all features have been tested thoroughly, but the general workflow should work (object > convert to techshards > apply techshards > unlock research).

This doesn't seem to be incompatible with Technology Blueprints & Reverse Engineering, but their reverse-engineering achieves almost the same effect.

Changes compared to original
  • Added AllWork tag to worktype as noted by Jiopaba

Original description:



Adds the Techprinter, a workbench that can disassemble items into Techshards, small items similar to Techprints. These shards can be used to unlock projects with techprint requirements, or (with the appropriate setting enabled) to research technologies and their prerequisites, or sell for profit.

Compatible with existing saves.

Requires Royalty
Requires Harmony

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Features
Analyze and disassemble items into shards, which can unlock the techprint requirement of the item's associated technology - for example, Cataphract Helmet techshards will unlock Cataphract Armor.
Techprints are still available as normal if Royalty is installed, but they are now worth 100 shards.

But there are only a few items associated with techprints in the base game...
True - that's why Techprinting comes with a number of features and options to make shards more useful:
  • Designed to be compatible with nearly every mod out there: techshards are dynamically generated
  • Print shards from nearly any item, regardless of whether its tech is locked by prints or shards (Default: disabled)
  • Use techshards to boost research of associated projects and their prerequisites (Default: enabled)
  • Sell techshards for profit, even if they were created from biolinked or tainted items (Default: enabled)

Not enough?
Change the way your game plays with the following advanced features (each of which "should" work with existing saves, but requires a game restart once changed):
  • Add techshard requirements to all items above a configurable tech level (Default: disabled)
  • Split research projects so that the recipes for a tech are locked under a separate project, but the original tech is normally researchable (Default: disabled)
  • Add Arcane Technology to restrict pawns from using gear that hasn't been researched.

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Load order

Harmony
Core
Royalty
...
Techprinting
ResearchPal (optional, doesn't matter if not splitting projects. Can load Fluffy's ResearchTree in any order.)


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Compatible with:
Designed for compatibility; should integrate with nearly any mod that adds its own recipes and research.

Conflicts:
Let me know if you find any.

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Notes

Requires Royalty per Rimworld modding guidelines.

Let me know if you run into any compatibility issues or bugs. Thanks!
Popular Discussions View All (1)
0
26 Jul, 2021 @ 9:11am
PINNED: How to use this mod
Denneisk
26 Comments
Thundercraft 19 Mar, 2024 @ 8:39am 
Any chance of an update?
FoxyLover69 11 Jan, 2023 @ 12:14am 
This mod definitely needs love. I wanna get into this, but when I go to set it up in the settings I get this:
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string)
at DTechprinting.TechprintingMod.DoSettingsWindowContents (UnityEngine.Rect inRect) [0x00001] in <17899fa1841f4f46a040e8471ffd3f0a>:0
at (wrapper dynamic-method) RimWorld.Dialog_ModSettings.RimWorld.Dialog_ModSettings.DoWindowContents_Patch1(RimWorld.Dialog_ModSettings,UnityEngine.Rect)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <3126aca1aad041dcbdeda807cfe004bf>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Then the game freezes. Yay.
Jet 1 Nov, 2022 @ 10:22pm 
any chance for an update?
[The] Force 31 Aug, 2022 @ 11:21pm 
It does, in fact, work. Though the techprint cost is used to determine the techshards cost, so better to just use the built in version
[The] Force 30 Aug, 2022 @ 9:41pm 
So with something like Lost Technology, which makes everything require a techprint, how would this interact? I might have to test myself tbh
Rex 28 Jan, 2022 @ 9:40am 
So how does this function? Can I just make a techprint for any type of research?

I'm mostly asking because I'm playing with the medieval mod for example, so I am locked from gaining other research from the bench ordinarily. With this mod, could I unlock research by making techprint or whatever out of say guns?
Chillary Clinton 🝟 (Snow) 30 Dec, 2021 @ 4:23pm 
Getting Error Creator name with negative work left. Not sure why.
Pawlys Bartys 11 Dec, 2021 @ 7:15am 
redownloaded and tested, Bill gets created now, thank you for a quick response.
Denneisk  [author] 10 Dec, 2021 @ 12:05pm 
@Pawlys Bartys Thanks for the report. I'll fix it shortly.
Pawlys Bartys 10 Dec, 2021 @ 11:50am 
Hello, whenever I try to set a specific item to get broken down to techshards I get a following error and no job get created in the workbench: https://imgur.com/LOSb9Kd
Attaching log: https://gist.github.com/HugsLibRecordKeeper/0509ccbd5ae0fed15f3aad29c9b0cc38