RimWorld

RimWorld

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Techprint Codex: SoS2
   
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Mod, 1.5
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556.012 KB
9 Mar @ 9:29pm
9 Apr @ 6:29pm
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Techprint Codex: SoS2

Description

Adds techprint requirements to a variety of Save our Ship 2 research to slow down and balance progression. (I don't think your colonists would be able to learn how to make a space ship that easily!)

I will likely make changes in the future so If you have any feedback on what should have prints and what should not please leave it in the comments!


[ko-fi.com]





Q: CE Compatible?
A: This just adds techprints to the cost so yes it is!
Q: But muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add and remove.
8 Comments
Smxrez  [author] 15 Mar @ 10:28am 
@Halfman
Definitely don't see why it wouldn't work
Halfman 15 Mar @ 5:56am 
Can it be added mid-save?
Smxrez  [author] 13 Mar @ 5:33pm 
@Axiolot @Flockerkill
Didn't know they had upgrades must be a new feature (and a really cool one at that)
However I don't see how that justifies giving each of the ship unlocks more techprints as the only difference between what upgrades they can access is just how much space each ship has to place upgrades on them (so just more slots at higher ship tiers)
Like the shuttle can access the same number of upgrade as the super heavy shuttle it just has less spots for weapons + pawn slots
I will however increase the number of prints to start getting the base shuttle as its quite cheap after finding this out
AbsolutelyNotSteveJobs 10 Mar @ 10:48pm 
this makes so much sense, if my people needs techprints for jump packs, they would absolutely need them for a space ship.
Axiolot T4T 10 Mar @ 2:19pm 
gotta agree there, the stuff you can add on to the shuttles definitely makes them way different
Flockerkill 10 Mar @ 12:54pm 
The upgrade tab of the higher shuttles make them extremely specialiser, even as point defense ships or attack or even torpedo attackers
Smxrez  [author] 10 Mar @ 10:32am 
@Flockerkill
The shuttles past the basic shuttle essentially just increase capacity
To me your not really inventing a big new tech just taking what you have and upscaling it
Might make base shuttle 2 techprints instead of 1 though
Afterlife casket already needs 5 tech prints to get to it and vanilla already has plenty of ways to avoid old age or death so its gimmicky and I feel like ship computer core already covers alot of the knowledge your pawns would need
I'll think about the other changes though
Flockerkill 9 Mar @ 10:54pm 
First of, thx for this mod, it's one that should be part of the main one

As a suggestion what also should have tech print requirements:
Ship lifesupport (1), heavy shuttle (2), superheavy shuttle (4), afterlife cascet (2 to 4), glitterworld salvage bay (3 or 4) and purge ports (1 or 2)