RimWorld
44 évaluations
Techprint Expansion
   
Récompenser
Ajouter aux favoris
Favoris
Retirer des favoris
Mod, 1.4, 1.5
Taille du fichier
Publié le
Mis à jour le
216.606 KB
1 janv. 2023 à 13h01
9 avr. à 11h45
9 notes de changement ( voir )
Vous devez posséder le ou les DLC requis pour télécharger cet article.

S'abonner pour télécharger
Techprint Expansion

Description
Personally, I feel like Rimworld's progression is a bit wack. I mean, why bother making medieval weapons when gunsmithing is a relatively short research project? I couldn't really find a satisfying solution to that problem myself, so I made my own. This mod adds new Techprint requirements to following research projects:

- Electricity
- Gunsmithing
- Microelectronics
- Complex Clothing
- Devilstrand
- Ship Reactor

I picked these as they are either 'base' research projects that fork off into many other research projects or niche technologies that can't reasonably be discovered. To me, it makes sense that you wouldn't be able to assemble rifles with zero beforehand knowledge but it does make sense that, with the knowledge on how to make a firearm, that information can be iterated on to develop an automatic rifle. These can be bought from more or less any faction, including modded ones, that are roughly in the fitting research level. If a faction uses electricity for example, they have a chance to offer the Techprint required for Electricity research for sale or as a quest reward. Orbital trade ships have a chance to offer them as well.

If you have the Biotech DLC, a single research project is put behind a Techprint as well:

- Deathrest

It can be bought from Empire traders, orbital trade ships, and if you somehow manage to find one, sanguophage traders. I don't even know if that exists in vanilla but for mod compability's sake I added the sanguophage faction tag to the list of traders you can find it from as well. It should be noted that the Sanguophage scenario already starts with this tech unlocked in the base game.

This mod also has some basic compability with other mods. For example, Factory Basics research from Vanilla Factions Expanded - Mechanoids is now locked behind a Techprint as well. Spacer Era technologies (For example, Spacer Electronics from Vanilla Furniture Expanded: Spacer Module) are also locked behind Techprints. Complex Vehicles, Nuclear Power, many 'endgame' stuff from other mods are now locked behind techprints.

If you don't like any of these Techprint requirements, you can simply go to the mod's folder and delete the ones you don't like. Every patch is a unique file and all of them are named according to the research they lock behind a Techprint. To get rid of a Techprint requirement for a research project, simply delete it's according .xml file.

Oh, and to be clear, these Techprints spawn where all other Techprints can spawn. So yes, it is indeed possible to just happen to find the Techprint of a project you want to research in some ruins.


Recommended mods:

Vanilla Weapons Expanded - Makeshift
https://steamproxy.net/sharedfiles/filedetails/?id=2419690698

While makeshift weapons have many issues of their own, they don't actually require the base gunsmithing research. In a pinch, makeshift guns can let you arm your pawns without the research required to assemble proper firearms.


Orbital Book Merchants
https://steamproxy.net/sharedfiles/filedetails/?id=3222285768
Adds a dedicated merchant that sells books and techprints.

-

Telif Hakları Saklıdır 2023 Turkler. Bu içeriği, turkler isimli Steam hesabı dışında kimse Steam üzerinde paylaşmaya yetkili değildir.
38 commentaires
turkler  [créateur] 23 juil. à 13h10 
@AbsolutelyNotSteveJobs eh maşallah, ikimiz de bir kader. benim bir eski projenin sunucusu far katılmak istersen https://discord.gg/QanXYaTJ
AbsolutelyNotSteveJobs 23 juil. à 12h58 
Oradan da ben banlıyım :D
turkler  [créateur] 23 juil. à 12h54 
@AbsolutelyNotSteveJobs uzun hikaye biraz, combat extended sunucusunda varım arıyorsan. şu an ona benzer birşey üzerince çalışıyorum aslında, eğer yapmayı becerebilirsem atarım workshopa
AbsolutelyNotSteveJobs 23 juil. à 12h31 
Selam Turkler, hiç bi RW serverında yoksun sana ulaşamadım. Hocam 1.5la yeni gelen kitapları okumayı priority yapacak bi mod yapma ihtimalin var mıdır? Worktabda yeni work type olur, reading spot gibi bill sistemiyle çalışan bi iş olur, right click yapınca bayılana kadar force read yapabileceğin bi sistem olabilir. Yeter ki şu pawnlar research kitaplarını hızlıca okuyabilsin. - Venezuela Peyniri
turkler  [créateur] 25 juin à 23h40 
@Kokorocodon ayy glad to hear you like it homie
Kokorocodon 25 juin à 9h26 
this mod just feels natural to me now, it simply makes sense ya know?
Nihu 26 mai à 13h25 
@turkler It works halfway, RR:SS divides electricity research into several different research paths, so with this mod electricity does not require a technical footprint, otherwise it works as intended.
turkler  [créateur] 26 mai à 6h40 
@Nihu no idea but it should work as long as those mods respect vanilla techprints
Nihu 26 mai à 6h16 
This is compatible with Research Reinvented: Stepping Stones and Research data?
Janeway 30 avr. à 23h54 
You are correct, it seems a previously installed Tweaks Galores .xml was preventing this mod from functioning