RimWorld

RimWorld

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Technology Blueprints & Reverse Engineering
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
635.288 KB
29 Feb, 2020 @ 11:04am
7 Apr @ 7:39pm
28 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
20 Mar, 2023 @ 7:14pm
Getting a bug with this mod and some faction mods
TeleportBehindYou
0
31 Mar, 2020 @ 3:22am
reverse engineering bug
Sally smithson
132 Comments
GwinnBleidd  [author] 23 Apr @ 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 23 Apr @ 12:36am 
could you, please, implement some of the features of this mod?

https://steamproxy.net/sharedfiles/filedetails/?id=2566455429

like, an option to have techs researchable only via blueprints + quests for obtaining them.
тетеря, блин 22 Apr @ 6:52am 
thanks for the mod!
Jet 14 Aug, 2023 @ 11:15am 
GwinnBleidd  [author] 13 Aug, 2023 @ 3:32pm 
well, at least we know now !
Jet 13 Aug, 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] 13 Aug, 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 13 Aug, 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] 10 Aug, 2023 @ 8:31am 
@Jet interesting... Can you upload your archived save file somewhere plz, so I can investigate?