RimWorld

RimWorld

Technology Blueprints & Reverse Engineering
Showing 21-29 of 29 entries
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Update: Mar 20, 2020 @ 8:17pm

1.2.5 : Update on 3/20/2020 11:17:10 PM.

CHANGED: Slightly increased default research boosts

Update: Mar 17, 2020 @ 7:38pm

1.2.4: Update on 3/17/2020 10:38:22 PM.
- FIXED: Pawn skills required to reverse engineer things now scale up with tech level correctly. Reduced success penalty when pawn lacks skills from 10% for each level difference to 7.5% for Intellectual and 5% for Crafting/Construction
- CHANGED: Research boost doesn't diminish as fast as it used to when tech unlocks a lot of things (it uses log(4,n) now instead of log(2,n))
- CHANGED: Increased minimum amount of work required to reverse engineer a building

Update: Mar 16, 2020 @ 5:46pm

1.2.3: Update on 3/16/2020 8:46:53 PM.

- CHANGED: Added some exceptions, so that for example neolitic clothes don't contribute towards complex clothing research, even though there is a path on a research graph. Particularly so far, the following thingDef were added: "Steel", "Apparel_TribalHeaddress", "Apparel_WarMask", "Apparel_WarVeil", "Apparel_TribalA", "MeleeWeapon_Club", "MeleeWeapon_Knife", "Bow_Short", "VAE_Headgear_Hood", "VAE_Apparel_PeltCoat", "VAE_Apparel_TribalKilt", "VAE_Apparel_TribalPoncho"

Update: Mar 16, 2020 @ 9:08am

[Auto-generated text]: Update on 3/16/2020 12:08:36 PM.

Mod manifest update

Update: Mar 16, 2020 @ 9:02am

1.2.2: Update on 3/16/2020 12:02:42 PM.

- CHANGED: Remaining debug messages (warnings) were hidden behind "Debug output?" settings

Update: Mar 12, 2020 @ 4:54pm

1.2.1: Update on 3/12/2020 7:54:33 PM.

- CHANGED: R&D Bench shouldn't be affected by random breakdowns anymore
- FIXED: a couple (out of dozens) typos

Update: Mar 11, 2020 @ 2:22pm

1.2.0 : Update on 3/11/2020 5:22:24 PM

- ADDED: ability to reverse engineer buildings (in accordance with your technological research tree)
- ADDED: mod option to turn off the notifications about reverse engineering jobs' start and finish
- CHANGED: skill gain for reverse engineering is reduced and split between Intellectual and Crafting (n/a for reverse engineering of buildings)
- FIXED: if game was saved while reverse engineering bill was still in progress, the success chance sets to 0.
- NOTE: you may get a one-time error on update if you got any reverse engineering jobs running.

Update: Mar 9, 2020 @ 1:38pm

1.1.0 : Update on 3/9/2020 4:37:52 PM.

- ADDED: basic REVERSE ENGINEERING functionality
- ADDED: 2 new bills to R&D bench to reverse engineer things (one for larger things: weapons, apparel and another one for stackable things).
- CHANGED: Blueprint bench is called R&D bench (should be save compatible). It's buildable from the very beginning and it's used to reverse engineer things
- CHANGED: R&D bench (a.k.a. former Blueprint bench) takes longer to build and costs more (+25 Stuff, +50 Steel, +10 Components). While it can be expensive, it acts as a deterrent from exploiting the reverse engineering functionality by building the benches on every single temporary/quest map
- CHANGED (by request): Medieval (and higher) blueprints cost less and their price is configurable
- NOTE: Since reverse engineering can speed up research progress significantly (depending on your settings), it's recommended to use some mod (like "[KV] Change Research Speed") to slow down global research speed

Update: Feb 29, 2020 @ 11:04am

1.0.0 : Initial upload.

- Initial release based on forked, updated and patched version of "Technology Blueprints" mod by Smuffle, LOLKAT_KOMRAD_94.

**Changes comparing to the original "Technology Blueprints" mod:**
- ADDED: Rimworld 1.1 support
- ADDED: support for Vanilla Factions Expanded - Settlers (Settlers mod was not updated yet, so applicable only to Rimworld 1.0 for now)
- ADDED: support for Vanilla Factions Expanded - Medieval (Medieval mod was not updated yet, so applicable only to Rimworld 1.0 for now)
- CHANGED: other customized factions should work too (depends on the fullness of their xml). If they don't, let me know and I'll try to patch
- 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 basic drop rate is low (3%)
- CHANGED: the way how blueprints added to the inventory, allowing to have the right drop rates for all pawns (bypassing skip chance tag)
- CHANGED: blueprints generated based on factory's technological level (with the exception of tribals: they will generate on average 1 medieval blueprint to every 2 neolitic blueprints (~33% chance)
- CHANGED: drop rates can be flat (the same for every pawn), or they can scale linearly with pawn's combatPower (baseline combat power is 35 = drifter). 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 value is low (5%)
- CHANGED: all traders can have blueprints in their stock, no extra patches needed (at least, in theory)