RimWorld

RimWorld

Technology Blueprints & Reverse Engineering
154 Comments
Kadavich Aug 20 @ 2:45am 
How’s the compatibility with this and Research Reinvented?
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?
Proxy Jul 19 @ 6:31am 
I have all items on allow.
GwinnBleidd  [author] Jul 19 @ 6:03am 
@Proxy double check that the item you are trying to use is not forbidden (especially if it's a stacked item, with one stack allowed, and the other forbidden.
Otherwise, it's probably a mod conflict
Proxy Jul 18 @ 5:57pm 
I found a bug, When I tried to use the bench, they just stand still.
IceMaverick Jul 15 @ 5:43pm 
Thank you for taking the time to do this. While other tech-in-an-item mods exist nowadays, this has always been one of my personal favorite implementations and I'm happy to have it back.
GwinnBleidd  [author] Jul 15 @ 5:41am 
Updated to 1.6.
I don't play much Rim these days, so I didn't test it too much. Please report back any issues
WAAAAGH!!! Jul 11 @ 10:02pm 
Will you be updating it? This mod plays an excellent role when using a large number of mods.
тетеря, блин Jun 25 @ 9:03am 
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VitaKaninen Jun 6 @ 3:37am 
If I manually change the value in the save file back to zero, and then use a techprint, it works, but I get an error.

Error in CompUseEffect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 86DEED8D]
at RimWorld.ResearchManager.SetCurrentProject (Verse.ResearchProjectDef proj) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at TBnRE.Utility.BoostResearch (Verse.ResearchProjectDef& chosenResearchProject, Verse.Pawn usedBy, System.Single researchPercentage) [0x000c2] in <058807745cad4f08b71c5d5a67f12de0>:0
at TBnRE.CompUseEffect_UnlockTechnology.DoEffect (Verse.Pawn usedBy) [0x0006d] in <058807745cad4f08b71c5d5a67f12de0>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x0007e] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- PREFIX syrus.hmschoice: Boolean HMSChoice.HarmonyPatches:CompUsable_UsedBy_Prefix(CompUsable __instance, Pawn p)
VitaKaninen Jun 6 @ 3:27am 
Setting the research factor in the storyteller to 0 makes the blueprints stop working.

TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 0
TBnRE: ResearchGainAmount (adjusted) = Infinity

But then then I set it to 100%, it is also not working.

TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 1
TBnRE: ResearchGainAmount (adjusted) = 24242.42

When I open the research window, it says I have NaN / 1,000 of the research done.
When I open my save file and look at the research section, all the values should be numerical, but it says NaN for some of them.

<li>600</li>
<li>500</li>
<li>NaN</li>
<li>0</li>
<li>800</li>
<li>500</li>
q308744928 May 18 @ 7:37am 
incompatible with Configurable Techprints . I must find the tech print 1st to unlock the tech then can do reverse research.
Would be better if can do reverse research regardless of this limitation
shiva chirr Feb 21 @ 12:14am 
is there any way to auto read blueprint i have so many from raids and stuff i cant be through them all
GwinnBleidd  [author] Apr 23, 2024 @ 7:51am 
@тетеря, блин that would be a major mod overhaul, that I'm currently not ready to commit to due to lack of time, unfortunately.
тетеря, блин Apr 23, 2024 @ 12:36am 
could you, please, implement some of the features of this mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=2566455429

like, an option to have techs researchable only via blueprints + quests for obtaining them.
тетеря, блин Apr 22, 2024 @ 6:52am 
thanks for the mod!
Jet Aug 14, 2023 @ 11:15am 
GwinnBleidd  [author] Aug 13, 2023 @ 3:32pm 
well, at least we know now !
Jet Aug 13, 2023 @ 12:56pm 
sorry it was 4am and i was reread my comment so it may not have been clear. the research reinvented mod makes research era a thing, like the tech requirements are very strict now. To research electricity you need to research medieval and industrial understanding and the respective era theory research, easily 30k+ research just between those 4 projects.

so once you advance in era it lets u learn research from that era, thats why I couldnt use blueprints until i advanced in my tech era. I started as tribal and advancing to medieval lets me use medieval BP, but now I also cant build the tribal hoopring object. So its definitely that mod that prevents using the BPs from this mod
GwinnBleidd  [author] Aug 13, 2023 @ 10:03am 
@Jet I see :( Thank you for letting me know, though this is not how the mod is expected to work. I still think there's some interaction with other mods making it work this way
Jet Aug 13, 2023 @ 12:23am 
my links were attacked and removed!

hello there just updating to let you know the mod in question makes tech era a big thing, so once i researched the tech that made me medieval essentially advancing beyond neo age, i can now use medieval BP
GwinnBleidd  [author] Aug 10, 2023 @ 8:31am 
@Jet interesting... Can you upload your archived save file somewhere plz, so I can investigate?
Jet Aug 9, 2023 @ 3:25pm 
removing research reinvented didnt change anything. neither did moving it down the bottom of the list, or adding research reinvented, stepping stones submod. :(
GwinnBleidd  [author] Aug 8, 2023 @ 10:23pm 
@Jet from the descriptions, the Research Reinvented mod is the most like to cause issues. Can you try without it?

My mod queries the game database to find technologies available for research. If other mods interfere with that, it may cause the issue you described
Jet Aug 8, 2023 @ 9:53pm 
m using a few research mods
research tree, research info, research reinvented, and no starting research. I use rimpy autosort, but I will report back after moving this to the bottom of my modlist. Otherwise one of those has to be the conflict?
GwinnBleidd  [author] Aug 8, 2023 @ 5:29pm 
@Jet no, it shouldn't be like that. You should be able to use blueprints as long as there are any technologies you can choose for researching.
There's probably some mod conflict.

Do you have any research-related mods? Also, try moving the mod lower in the modlist plz
Jet Aug 8, 2023 @ 5:21pm 
no i mean, is the research I cannot use the blueprints because I have yet to research the project '[tech era] understanding?' In other words do I need to research neolithic understanding in order to use medieval blueprint?

Because I have medieval, industrial and space blueprints and cannot use any blueprints at all. Its just greyed out saying "No available technology"
GwinnBleidd  [author] Aug 8, 2023 @ 4:24pm 
@Jet one blueprint grants 20% (by default) of progress towards random research of its technological level.
And yes, you can use neolithic blueprints only to research neolithic tech, medieval only for medieval, etc.
Jet Aug 8, 2023 @ 9:59am 
@GwinnBleidd sorry does that mean I can only use neolithic blueprints until I research neolithic understanding(10,000 research pts)? After that Ill be able to use medieval BPs, and industrial after I research medieval understanding(27,450)?

Does the cost of the 'understanding' research cost decrease the more research I learn in that tech tier? Or is it static and high no matter what?
GwinnBleidd  [author] Aug 8, 2023 @ 8:13am 
@Jet depends on blueprint.
Do you have technologies of the same level as the blueprint available to research in a regular way? if you do, then blueprints should work to grant you progress.
Jet Aug 7, 2023 @ 6:03pm 
why does it say no available technology when i try to use a blueprint? i have only researched 3 things
GwinnBleidd  [author] Mar 20, 2023 @ 7:15pm 
@TeleportBehindYou I replied to you in the discussion thread you opened (in case you didn't subscribe for notifications).
TeleportBehindYou Mar 15, 2023 @ 4:47pm 
getting a constant error where sometimes this mod causes faction leaders to not be able to spawn, causing worldgen to be empty. Have opened a discussion for the error log.
D9sinc Jan 25, 2023 @ 7:51pm 
No problem, I had a weird feeling it was it because it was no longer being updated. But I figured I would point it out here for anyone who might try to run similar mods and run into that issue.
GwinnBleidd  [author] Jan 25, 2023 @ 5:00pm 
@D9sinc yes, i suspected that might be something related to technologies/research, but thank you for pointing out the culprit!
D9sinc Jan 25, 2023 @ 10:57am 
Never mind, I found the offending mod. I removed it as the mod hasn't been updated but I wanted to use both in conjecture to make the game a bit more difficult. For those curious it's Lost Technology 2.
D9sinc Jan 25, 2023 @ 10:37am 
Anyone know any mods that may cause this mod to not work? I installed it and put it both near the top and at the bottom of my load order and each time when I tried to create a reverse engineer work order at the desk it doesn't show the options like it does in the screenshots so there is no item to reverse engineer.
GwinnBleidd  [author] Jan 25, 2023 @ 10:02am 
thanks!
nguyenanh2132 Jan 25, 2023 @ 2:21am 
Loving this mod a lot man. Perfect for my zombieland playthrough with 5% research speed and real ruins.
GwinnBleidd  [author] Nov 21, 2022 @ 3:52pm 
@pickpickpickpickpickpickpickpick yes, it doesn't touch research that much. But it scans the research tree for dependencies so that the mod "knows" which technologies you can and can't reverse engineer and research through blueprints