RimWorld

RimWorld

Technology Blueprints & Reverse Engineering
136 Comments
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
pickpickpickpickpickpickpickpick Nov 21, 2022 @ 2:49pm 
How should I go about testing it, off the top off your head, do you have any recommendations?

I was thinking I might spawn in some level 20 in everything pawns and try researching a little bit of everything at 4x speed,

but at a glance, i feel like this mod should be ok because it doesn't touch the base research system that much, does it? It mostly focuses on the R n D bench?
GwinnBleidd  [author] Nov 21, 2022 @ 11:38am 
@pickpickpickpickpickpickpickpick I didn't try that mod so i don't know for sure. let me know if it doesn't and I'll see if patch needed and could be arranged
pgames-food Nov 11, 2022 @ 6:13pm 
hi diskorruptd, if you have a look at feb 2021 comments, theres a detailed list of steps used to see how much progress you can get that gwinnbleiidd posted for me back then, in case it helps :)
DisKorruptd Nov 11, 2022 @ 2:15pm 
I assumed the item durability and quality adjusted the chance of successful research tbh
DisKorruptd Nov 10, 2022 @ 10:39am 
thanks for the consideration [that's why I was thinking of it as being an optional setting, defaulting to false]
GwinnBleidd  [author] Nov 10, 2022 @ 7:33am 
@DisKorruptd I'll think about it. It seems to me that the suggested changes might be redundant.

When you reverse engineer an item, the percentage of research progress you get is already modified by many things: the item's durability, and quality to name a few.

I don't want to make it too complicated for the users to foresee how much progress they can get in return by reverse engineering the items.

I'll reread your suggestion later when I have more spare time, but I make no promises about the implementation.

Cheers!
DisKorruptd Nov 9, 2022 @ 10:50pm 
Just an idea here, given that it's a % chance to research a thing, would it be possible to add a setting that gives you a % of points based on the value you roll? so like, if you have a 54% chance to research something, and you get a 83, you get 29% of the research from that reverse engineer? something to make reverse engineering things more dynamic in recieved value as well as buffing researches you have higher chances on success of, while nerfing those you have lower chances. like, "oh, you are nearly guaranteed to get this? then it shouldn't take too many of them to figure out how to make them yourself" and "you barely understand this thing" being represented by the fact that you can't even get more than 5% with a perfect research roll
GwinnBleidd  [author] Oct 23, 2022 @ 3:56pm 
@Waste of Hope Thanks for the feedback. Apparently, Rimworld 1.4 introduced changes in CompProperties classes. I couldn't find the documentation of what was exactly changed, but I think i have found a workaround to make blueprints work again. Please try, the mod should be of version 1.4.0.1. If not, try unsubscribing and re-subscribing again.
Chiquitetas Oct 23, 2022 @ 6:00am 
i've been unable to actually "consume" the blueprint after reading it, i bought one off of a trader caravan and built the r&d bench and everything, but i still cant research stonecutting with it, reading it doesnt do anything,
GwinnBleidd  [author] Sep 10, 2022 @ 5:37pm 
lol, ok
XelNigma Sep 10, 2022 @ 4:21pm 
@GwinnBleidd Ah, your right. Im just dumb. For some reason I thought the research screen would show a green bar on the research block indicating the amount of research it had. If I had actually selected the research and looked at the number I would have seen it indeed gained research points. Ignore me, just another internet idiot jumping the gun.
GwinnBleidd  [author] Sep 10, 2022 @ 1:09pm 
@XelNigma it shouldn't be sitting at 0 points after you read the blueprint.

Sounds like a bug or mod conflict. Do you have any research mods that change research or research UI?
XelNigma Sep 10, 2022 @ 12:49pm 
I tryed it out and maybe I'm not understanding it right. I read a blueprint that said grilling got 20% boost. I looked at grilling and it's still setting at 0 points. So does this mean when I go to research it I gain points 20% faster?
[The] Force Aug 31, 2022 @ 11:09pm 
Seconded Arcimbaldo, I wish I knew anything about coding so I could do it myself. Just make it so it adds to tech progress and if the progress maxes out and it's techprinted it just unlocks it, essentially double the research.
Lugaru Mar 1, 2022 @ 7:41am 
As somebody who plays with Random Research, Reverse Engineering is one of the best things possible in my game. Love it.
Arcimbaldo Feb 28, 2022 @ 8:25am 
Would be cool to have an option to let this work with tech-print locked techs. Would make for quite a fun playthrough combined with Lost Technology - so you can only advance by looting & reverse engineering.
ozfresh Feb 14, 2022 @ 12:43am 
Thanks for your answer! The problem I'm having with it is just that its not compatible with Rimforge, and id like to try that out. I love this mod though! Would you be able to fix its compatibility with Rimforge at all?