RimWorld

RimWorld

75 ratings
[D] Techprinting
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Mod, 1.1, 1.2
File Size
Posted
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754.923 KB
17 May, 2020 @ 1:32pm
4 Aug, 2020 @ 12:10pm
24 Change Notes ( view )
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[D] Techprinting

Description
Overview
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Designed for Rimworld 1.1, 1.2

Adds the Techprinter, a workbench that can disassemble items into Techshards, small items similar to Techprints. These shards can be used to unlock projects with techprint requirements, or (with the appropriate setting enabled) to research technologies and their prerequisites, or sell for profit.

Compatible with existing saves.

Requires Royalty
Requires Harmony

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Features
  • Analyze and disassemble items into shards, which can unlock the techprint requirement of the item's associated technology - for example, Cataphract Helmet techshards will unlock Cataphract Armor.
  • Techprints are still available as normal if Royalty is installed, but they are now worth 100 shards.

But there are only a few items associated with techprints in the base game...
True - that's why Techprinting comes with a number of features and options to make shards more useful:
  • Designed to be compatible with nearly every mod out there: techshards are dynamically generated
  • Print shards from nearly any item, regardless of whether its tech is locked by prints or shards (Default: disabled)
  • Use techshards to boost research of associated projects and their prerequisites (Default: enabled)
  • Sell techshards for profit, even if they were created from biolinked or tainted items (Default: enabled)

Not enough?
Change the way your game plays with the following advanced features (each of which "should" work with existing saves, but requires a game restart once changed):
  • Add techshard requirements to all items above a configurable tech level (Default: disabled)
  • Split research projects so that the recipes for a tech are locked under a separate project, but the original tech is normally researchable (Default: disabled)
  • Add Arcane Technology to restrict pawns from using gear that hasn't been researched.

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Load order

Harmony
Core
Royalty
...
Techprinting
ResearchPal (optional, doesn't matter if not splitting projects. Can load Fluffy's ResearchTree in any order.)


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Compatible with:
  • Designed for compatibility; should integrate with nearly any mod that adds its own recipes and research.

Conflicts:
Let me know if you find any.

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Notes

Requires Royalty per Rimworld modding guidelines.

Let me know if you run into any compatibility issues or bugs. Thanks!

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Updates

04 July 2020: Added rightclicking to print a specific item, techprinting buildings (disabled by default)
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.
87 Comments
Thundercraft 19 Mar @ 8:39am 
Any chance of an update?
marshmellowtree28 28 Jul, 2022 @ 2:10am 
Worked quite well and was cool until I had to go through 50 mods to find it was this one that caused me not to be able to manually equip my pawns anymore
イムカ 1 Aug, 2021 @ 3:52pm 
https://steamproxy.net/sharedfiles/filedetails/?id=2557821979

it looks like it did get a continuation though..
Reianor 28 Jul, 2021 @ 1:07am 
@Jiopaba
Thanks for the link.
This mod got me thinking "I want something like that" and you linked to exactly the kind of mod I wanted.
Jiopaba 23 Jul, 2021 @ 5:50am 
For anyone still hoping for an official 1.3 update, you should know that Dametri kind of came in, hit us with a bunch of code, and then vanished like a ghost in the night. If they show up again that'd be awesome, but for now I'd recommend checking out some of the cool alternative mods that exist, since this one was never super popular and likely to get a fan update.

The below mod adds the ability to destructively research things for progress towards a related research project, and also loot blueprints you can study to get research progress for random stuff. Fills a very similar niche.
https://steamproxy.net/sharedfiles/filedetails/?id=2010527094
Vinlic 22 Jul, 2021 @ 10:50am 
anyone know if this still works in 1.3?
Tommy Gray x Land Raider 20 Jul, 2021 @ 1:42pm 
update for 1.3 plz
Kelowna 7 Jan, 2021 @ 6:39am 
I am unable to make healing factor tech shards out of my healing enhancers and coagulators, is this a bug or am I just missing something?
WolF8RocK 28 Sep, 2020 @ 3:23am 
@Dametri Hello, I made a translation of the mod into Russian.
Please add it
https://drive.google.com/file/d/1X6kfdnYDiW21dMMnjkBEYuPkffdnQurK/view?usp=sharing
Jiopaba 4 Sep, 2020 @ 6:09pm 
Hi Dametri. I haven't been able to find a GitHub for this mod, so I wanted to drop by and offer the suggestion that your new WorkTypeDef (Techprinting) needs the "AllWork" tag added to it.

For whatever reason, instead of defining Bedrest and Patient as "NotWork", every single WorkTypeDef in the base game (and now mods as well) will require the AllWork tag. Without that tag, "lazy" guests who refuse to do work will still do your new custom job even though they're not supposed to do *anything*.

There's no problem with having extra tags that aren't referenced by anything, so this change is backward compatible and causes no issues that I've been able to find so far. I'm just running around suggesting it to everyone.

In your specific mod this would be somewhere in lines 17-19ish of WorkTypeDefs.xml, just add the line " <li>AllWork</li>"

Thanks for your time!