RimWorld

RimWorld

Technology Blueprints & Reverse Engineering
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?
Jet 9 Aug, 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] 8 Aug, 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 8 Aug, 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] 8 Aug, 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 8 Aug, 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] 8 Aug, 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 8 Aug, 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] 8 Aug, 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 7 Aug, 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] 20 Mar, 2023 @ 7:15pm 
@TeleportBehindYou I replied to you in the discussion thread you opened (in case you didn't subscribe for notifications).
TeleportBehindYou 15 Mar, 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 25 Jan, 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] 25 Jan, 2023 @ 5:00pm 
@D9sinc yes, i suspected that might be something related to technologies/research, but thank you for pointing out the culprit!
D9sinc 25 Jan, 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 25 Jan, 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] 25 Jan, 2023 @ 10:02am 
thanks!
nguyenanh2132 25 Jan, 2023 @ 2:21am 
Loving this mod a lot man. Perfect for my zombieland playthrough with 5% research speed and real ruins.
GwinnBleidd  [author] 21 Nov, 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 21 Nov, 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] 21 Nov, 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 11 Nov, 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 11 Nov, 2022 @ 2:15pm 
I assumed the item durability and quality adjusted the chance of successful research tbh
DisKorruptd 10 Nov, 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] 10 Nov, 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 9 Nov, 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] 23 Oct, 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 23 Oct, 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] 10 Sep, 2022 @ 5:37pm 
lol, ok
XelNigma 10 Sep, 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] 10 Sep, 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 10 Sep, 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 31 Aug, 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 1 Mar, 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 28 Feb, 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 14 Feb, 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?
GwinnBleidd  [author] 3 Feb, 2022 @ 7:09am 
@ozfresh the mod adds new items (blueprints) and a workbench (besides the reverse engineering mechanics). Even if you don't have them on your map, blueprints could be spawn in cities and traders, so you'd likely to have some errors.

You can try backing up your save file and try though, to see if those errors to be a one-time thing, or they gonna persist.
ozfresh 3 Feb, 2022 @ 12:14am 
can I remove this from a save game safely?
GwinnBleidd  [author] 1 Feb, 2022 @ 4:24pm 
@Rex it will add research points, but only if you are able to research the tech normally. If the tech is locked (e.g. behind the other tech, or tech prints), you won't benefit
Rex 28 Jan, 2022 @ 11:47am 
Does this unlock research you don't have, or only add research towards it?
Like lets say something is locked, will this get me a research?