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
Feb 29, 2020 @ 11:04am
Jul 15 @ 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
Mar 20, 2023 @ 7:14pm
Getting a bug with this mod and some faction mods
TeleportBehindYou
0
Mar 31, 2020 @ 3:22am
reverse engineering bug
Sally smithson
153 Comments
VitaKaninen Aug 5 @ 12:29pm 
Is there a way to make Technology blueprints work with research that require techprints? When I try to use a blueprint, it tells me that there is no available research, even when it is unlocked. This only happens for research that is behind techprints, such as cataphract armor.
тетеря, блин Jul 31 @ 7:38pm 
is it possible to add a patch for this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=735268789

the goal: making some technologies scale super high, so it won't be reasonable to research them the regular way, but the techprints for them should scale their boost accordingly, so once you get it you research it. also, it would be ideal to be able to mark such techs somehow, so it would be possible to create a quest that could allow you to earn it as a reward.
Proxy Jul 31 @ 6:58am 
Sorry for the double post, I found out the bill; reverse engineer a thing doesn't work, only the stackable works.
Proxy Jul 24 @ 5:17pm 
You got the error?
GwinnBleidd  [author] Jul 24 @ 5:13pm 
@Proxy unfortunately I haven't
GwinnBleidd  [author] Jul 24 @ 5:12pm 
@VitaKaninen I don't even think that selling blueprints to them would work properly. I believe those traders were not patched from the original mod I took over
Proxy Jul 24 @ 3:42pm 
Have you found the fix?
VitaKaninen Jul 21 @ 7:10pm 
I got a Royal Tribute Collector, and they buy and sell tech blueprints for honor, but the prices they charge don't make any sense. They want 1024 honor for 1 medieval blueprint. For reference, that is the equivalent of 68,608 gold. But they will only give me 1 honor if I sell them a blueprint.

https://i.imgur.com/VzpBD42.jpeg
Proxy Jul 19 @ 6:49am 
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] Jul 19 @ 6:41am 
error in error log?