RimWorld

RimWorld

Technology Blueprints
 This topic has been pinned, so it's probably important
LOLKAT_KOMRAD_94  [developer] 14 Dec, 2017 @ 4:12pm
Gameplay Feedback
Hi !

If you wanna give us some feedback about balancing, content, or something else non-bug related, this is the place to do so :)

Cheers!
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Showing 1-4 of 4 comments
Marbaus 27 Aug, 2018 @ 5:54pm 
Been playing with this a little and like it a lot. Was wondering about the concept of a 'reverse engineering' bench that would allow one to take an item that has a 'prerequisite research' tag needed and have that as the 'tech discovery' or 'tech boost'.

The reason I ask is b/c I am working on a mod that will include releasing the chain to the research desk and allow for more 'field research' so-to-speak.

Really awesome idea for tribal start and and long research pathing. This could give good reason for some 'alternate' tech pathing like steam punk research trees only accessed by blueprints or reverse engineering some of their tech.


Just some ideas there. Awesome work!
LOLKAT_KOMRAD_94  [developer] 28 Aug, 2018 @ 1:59pm 
I think that might be entirely possible, yeah! It'd need some digging into but should be doable. Maybe a separate mod for field research / deconstructing etc?

Thanks a lot for your comment & feedback ! :D
Auraknight 7 Sep, 2019 @ 9:45am 
I do love this mod!
In fact, I'm going to be using it in a multiplayer co-op, where my spacer-aged friend sends tech to my tribal colony in exchange for food. Here's hoping it goes well!

But for the reason I'm posting here, is this mod's 'Making blueprints' part gets a little.... well, unusable, if you have a lot of mods installed. When you have over 50 things that need to be researched in the first science tier alone, and exponentially more for the ones after it, it basically becomes impossible to complete a whole tier to make blueprints.

On the other hand, I understand the reason for limitation. After all, you can't have it be faster to write blueprints then to research new tech of that level, and I haven't been able to try, but I'm not sure how this mod interacts with tech that's normally race-locked from being researched. Luckily, it has plenty of use without making the blueprints that makes it to be a mod that I always love to include, but here's my two silver anyways.
ZzZombo 9 Jan, 2020 @ 3:10am 
The blueprints seem to be strangely resistant to fire. I had one burn for an hour, and it didn't even get to half HP.
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