RimWorld

RimWorld

Technology Blueprints
162 Comments
老刨冰 4 Dec, 2023 @ 2:45am 
使一坨
GwinnBleidd 1 Aug, 2021 @ 11:10pm 
@BluntMan
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010527094
Incorporates the functionality of this mod + tons of new stuff and fixes
BluntMan 1 Aug, 2021 @ 11:08pm 
any updates/forks of this?
GwinnBleidd 10 Mar, 2020 @ 4:19pm 
@Dynamic, I have forked this mod and updated it to 1.1 + did a bunch of other changes / tweaks, like configs and custom factions support. You can check it out, if you want: "Technology Blueprints & Reverse Engineering"
Dynamic 25 Feb, 2020 @ 2:59pm 
Thank you! I love this mod, so thats nice to hear
LOLKAT_KOMRAD_94  [author] 25 Feb, 2020 @ 2:25am 
Hi @Dynamic !

I've seen the update. I'd like to update for compatibility (I don't really have much time for more but that'd be a shame to lose compat)
Expect it for in a week's time tops :)

Cheers,
Dynamic 24 Feb, 2020 @ 4:50pm 
1.1?
5katz 19 Nov, 2019 @ 9:11am 
i'd be nice if modded factions could just drop random blueprints, seeing as right now they just dont have blueprints at all
Mistletoe The Bard 29 Oct, 2019 @ 12:18am 
@Paladin I just got back to this to check for the update... thanks for your help! Let's also hope the author see this.
Paladin 26 Sep, 2019 @ 7:45am 
Yes, that solves the issue. LOLKAT_KOMRAD_94, delete the lines below and update mod, please.
Paladin 25 Sep, 2019 @ 1:28pm 
Probably, you can solve that issue by deleting
<ResearchTabDef>
<defName>Main</defName>
<label>Main</label>
</ResearchTabDef>
from 1231678757\Defs\ResearchProjectDefs\ResearchTabs.xml.
Mistletoe The Bard 31 Aug, 2019 @ 8:47am 
I will have to type them all out somewhere.
Mistletoe The Bard 31 Aug, 2019 @ 8:47am 
My mod list are super long. (Like 300+ or something LOL) I've tried 2 different colony(saves) so far and both of the save has same problem. Once I removed this mod from the loaded list, then the problem gone away. Are you use you want the list? LOL
LOLKAT_KOMRAD_94  [author] 31 Aug, 2019 @ 1:18am 
@Mistletoe
True :D Do you have a mod list, so I can try & repro the problem on my end ? Cheers!
Mistletoe The Bard 30 Aug, 2019 @ 8:24pm 
@LOLKAT_KOMRAD_94 I believe all the Rimworld players like things being organized :P Thanks for the quick reply and fun mod.
LOLKAT_KOMRAD_94  [author] 30 Aug, 2019 @ 11:57am 
@Mistletoe
Hey, that's a weird and definitely unintended behaviour. I'll look into it as soon as I can, I understand the frustration - I like things being organized too! :)
Mistletoe The Bard 30 Aug, 2019 @ 11:09am 
This mod will position the "Main Tab" in the research tab to one of the random places in between all the other mod's tab research, rather than being the first one. It is slightly annoying and that problem itself makes me feels like not worth to use this mod, because it makes things a bit unorganized. I hate research pal. I prefer how vanilla tabs works.
give me games on GoG 18 Aug, 2019 @ 4:44pm 
Very cool mod , thanks.
LOLKAT_KOMRAD_94  [author] 15 Jul, 2019 @ 2:20am 
@BladeOfSharpness No, I don't think so - neither Turret_Sniper nor mapgeneratorblueprints is from this mod :)
BladeofSharpness 14 Jul, 2019 @ 8:23pm 
Is that from this mod or not? Not sure in fact
BladeofSharpness 14 Jul, 2019 @ 8:22pm 
Could not resolve cross-reference: No Verse.ThingDef named Turret_Sniper found to give to MapGeneratorBlueprints.MapGenerator.ThingData
pgames-food 27 May, 2019 @ 5:11pm 
oh ok thanks komrad and bearhugride i'll see what happens :)
LOLKAT_KOMRAD_94  [author] 27 May, 2019 @ 2:04am 
@pgames-food I'd say it would not be possible to make new blueprints, but honestly that's a great question and I'm not sure how it would play out ! probably currently ongoing blueprint production wouldn't be stopped, but you wouldn't be able to queue anymore (i'm not sure how rimworld manages non met prereqs during action)

@Рубака
I don't know rimwrite. If there's no direct compatibility problem, I won't really have the time to add something more.
Рубака 26 May, 2019 @ 3:45am 
Can add compatibility with rimwrite and use books / scrolls for crafting blueprint?
pgames-food 25 May, 2019 @ 7:14pm 
ah thats ok, its still cool :)
a lot of the early tech is fairly cheap, so i might try and clear through all the neolithic/medieval tech, before adding any more.

btw if i added a mod that also added older tech, what would happen? (would the blueprints made when it was ok, vanish, or just stop me from making more)
LOLKAT_KOMRAD_94  [author] 25 May, 2019 @ 2:02am 
Ahah glad to hears its working @pgames-food!

Yeah, if you have a lot of techs it'll be complicated getting to the point of creating your own blueprints. It would be a big exploit to create blueprints to unlock techs from your era, though!

The "blueprint creation" is a feature thought up to make Research characters still interesting when there are no more techs to research as an income source :)
pgames-food 24 May, 2019 @ 7:11pm 
hi just some feedback for you to mention that it has been working pretty well so far,
some traders have some, and also a raider leader from time to time :)

i never seem to have enough silver on hand to be able to buy many, but i did get a few so far :)

the only slight tricky thing i have noticed, (as someone who just "keeps on adding interesting mods") is that the more interesting things i add, the amount of "tech" in each Era, like neolithic or medieval etc, just keeps on growing, to the point where it seems like i can never actually make a blueprint of my own, since i never get to complete all research in an era :)
LOLKAT_KOMRAD_94  [author] 22 May, 2019 @ 10:52am 
I don't really have the time to check ingame if it works, but if you encounter any problem I'll take a look at it !
Lotus Elise 22 May, 2019 @ 6:02am 
hm.... i asked because only first one research is available on Research Tree, ResearchPal or at vanilla ui window... all other rimatomics research projects are in rimatomics research bench ui only. hope it works.
LOLKAT_KOMRAD_94  [author] 22 May, 2019 @ 5:28am 
Hey @Lotus Elise, i checked out the Rimatomics page, and it should work with it.

If you do encounter any kind of problem, please tell us and we'll have a look ! :)
Lotus Elise 22 May, 2019 @ 4:35am 
is it works with rimatomics?
LOLKAT_KOMRAD_94  [author] 14 Mar, 2019 @ 4:52am 
No problem, my pleasure ! :)
pgames-food 13 Mar, 2019 @ 6:54pm 
ok many thanks, komrad :)
LOLKAT_KOMRAD_94  [author] 12 Mar, 2019 @ 3:32am 
Hi @pgames-food, so as far as I know it should work with existing games! It won't break them, that's for sure (but as always with mods, always back-up a save).

If you do run into any problem, please let us know and we'll take a look at it.
pgames-food 12 Mar, 2019 @ 3:15am 
hi, can this be added to existing game? i saw some other comments mention it works with lots of mods, but wasnt sure about existing games
LOLKAT_KOMRAD_94  [author] 31 Jan, 2019 @ 12:06pm 
It's been in a while :)
LOLKAT_KOMRAD_94  [author] 30 Jan, 2019 @ 12:41am 
:D
IceMaverick 29 Jan, 2019 @ 8:35pm 
Oh sweet. Thanks @Ashnal for the fix and thanks to the devs for a quality mod idea. Guess I'll go slap Research Tree on now. Glad that I don't have to deal with the vanilla tech tree looking like tangled fish wire anymore.
LOLKAT_KOMRAD_94  [author] 29 Jan, 2019 @ 1:01pm 
Yep it works with Research Pal & Research Tree now (thanks again to Ashnal's work!) :D
IceMaverick 29 Jan, 2019 @ 11:22am 
The issue I was having was that Research Tree and ResearchPal weren't working with this mod enabled so I've just been using a vomit-pile vanilla research tree for my 250+ mod list because I wanted the contents of this mod.
Does that mean that Ashnal's revision makes this compatible with those mods?
LOLKAT_KOMRAD_94  [author] 29 Jan, 2019 @ 1:27am 
@IceMaverick It's a rewrite of the main class using Harmony to patch prerequisites for the Blueprint Creation techs without Research Tree and ResearchPal freaking out about the numerous prereqs.
It shouldn't change the mod order (in theory). Are you having some problems ?
IceMaverick 28 Jan, 2019 @ 10:54pm 
So I do like to keep track of mods that enjoy borking my load order and it seems that something has been done here... What exactly does Ashnal's commit change?
LOLKAT_KOMRAD_94  [author] 19 Jan, 2019 @ 6:20am 
@Ashnal - thanks a bunch for your help, the changes were merged and have been uploaded :)
LOLKAT_KOMRAD_94  [author] 27 Dec, 2018 @ 11:05am 
I saw the notification for the pull request, I'll go over it as soon as my head is clear! :) (Caught some kind of bug I think (during Christmas holidays, ofc ahah))
Ashnal 26 Dec, 2018 @ 4:00pm 
Alright, pull request submitted :)
Tell me if I messed anything up.
Ashnal 21 Dec, 2018 @ 10:33am 
Will do ... I've only submitted one pull request before, hopefully this one goes alright.
LOLKAT_KOMRAD_94  [author] 21 Dec, 2018 @ 8:26am 
Ashnal, feel free to put in a pull request on the github :)
Ashnal 20 Dec, 2018 @ 5:16pm 
Already started on a patch, I'll keep you updated :)
Ashnal 20 Dec, 2018 @ 4:40pm 
Perhaps you could make a custom check in C# that checks for blueprint availability? Patch Verse.ResearchProjectDef.PrerequisitesCompleted get. Have a mod extension for your research project defs to indicate to the patched method to handle them differently. Have another check that if it is one of your defs, check completion of all era techs. Considering writing this myself ...
Smuffle  [author] 20 Dec, 2018 @ 10:15am 
@Ashnal the problem with that is that it would easy to abuse creation of techs to discover the remaining tech of that tech era.

We have compatibility issues with mods that alter the research tree, but I'm not sure how we can fix that yet.