RimWorld

RimWorld

Technology Blueprints & Reverse Engineering
153 kommentarer
VitaKaninen 5. aug. kl. 12:29 
Is there a way to make Technology blueprints work with research that require techprints? When I try to use a blueprint, it tells me that there is no available research, even when it is unlocked. This only happens for research that is behind techprints, such as cataphract armor.
тетеря, блин 31. juli kl. 19:38 
is it possible to add a patch for this mod:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=735268789

the goal: making some technologies scale super high, so it won't be reasonable to research them the regular way, but the techprints for them should scale their boost accordingly, so once you get it you research it. also, it would be ideal to be able to mark such techs somehow, so it would be possible to create a quest that could allow you to earn it as a reward.
Proxy 31. juli kl. 6:58 
Sorry for the double post, I found out the bill; reverse engineer a thing doesn't work, only the stackable works.
Proxy 24. juli kl. 17:17 
You got the error?
GwinnBleidd  [ophavsmand] 24. juli kl. 17:13 
@Proxy unfortunately I haven't
GwinnBleidd  [ophavsmand] 24. juli kl. 17:12 
@VitaKaninen I don't even think that selling blueprints to them would work properly. I believe those traders were not patched from the original mod I took over
Proxy 24. juli kl. 15:42 
Have you found the fix?
VitaKaninen 21. juli kl. 19:10 
I got a Royal Tribute Collector, and they buy and sell tech blueprints for honor, but the prices they charge don't make any sense. They want 1024 honor for 1 medieval blueprint. For reference, that is the equivalent of 68,608 gold. But they will only give me 1 honor if I sell them a blueprint.

https://i.imgur.com/VzpBD42.jpeg
Proxy 19. juli kl. 6:49 
started 10 jobs in one tick. newJob=TBnRE_ReverseEngineeringJob (Job_1223237) A = Thing_BlueprintBench119171 jobGiver=RimWorld.JobGiver_Work jobList=(TBnRE_ReverseEngineeringJob (Job_1223187) A = Thing_BlueprintBench119171) (TBnRE_ReverseEngineeringJob (Job_1223192) A = Thing_BlueprintBench119171)
GwinnBleidd  [ophavsmand] 19. juli kl. 6:41 
error in error log?
Proxy 19. juli kl. 6:31 
I have all items on allow.
GwinnBleidd  [ophavsmand] 19. juli kl. 6:03 
@Proxy double check that the item you are trying to use is not forbidden (especially if it's a stacked item, with one stack allowed, and the other forbidden.
Otherwise, it's probably a mod conflict
Proxy 18. juli kl. 17:57 
I found a bug, When I tried to use the bench, they just stand still.
IceMaverick 15. juli kl. 17:43 
Thank you for taking the time to do this. While other tech-in-an-item mods exist nowadays, this has always been one of my personal favorite implementations and I'm happy to have it back.
GwinnBleidd  [ophavsmand] 15. juli kl. 5:41 
Updated to 1.6.
I don't play much Rim these days, so I didn't test it too much. Please report back any issues
WAAAAGH!!! 11. juli kl. 22:02 
Will you be updating it? This mod plays an excellent role when using a large number of mods.
тетеря, блин 25. juni kl. 9:03 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
VitaKaninen 6. juni kl. 3:37 
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 6. juni kl. 3:27 
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 18. maj kl. 7:37 
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 21. feb. kl. 0:14 
is there any way to auto read blueprint i have so many from raids and stuff i cant be through them all
GwinnBleidd  [ophavsmand] 23. apr. 2024 kl. 7:51 
@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. 2024 kl. 0:36 
could you, please, implement some of the features of this mod?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2566455429

like, an option to have techs researchable only via blueprints + quests for obtaining them.
тетеря, блин 22. apr. 2024 kl. 6:52 
thanks for the mod!
GwinnBleidd  [ophavsmand] 13. aug. 2023 kl. 15:32 
well, at least we know now !
Jet 13. aug. 2023 kl. 12:56 
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  [ophavsmand] 13. aug. 2023 kl. 10:03 
@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 kl. 0:23 
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  [ophavsmand] 10. aug. 2023 kl. 8:31 
@Jet interesting... Can you upload your archived save file somewhere plz, so I can investigate?
Jet 9. aug. 2023 kl. 15:25 
removing research reinvented didnt change anything. neither did moving it down the bottom of the list, or adding research reinvented, stepping stones submod. :(
GwinnBleidd  [ophavsmand] 8. aug. 2023 kl. 22:23 
@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 kl. 21:53 
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  [ophavsmand] 8. aug. 2023 kl. 17:29 
@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 kl. 17:21 
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  [ophavsmand] 8. aug. 2023 kl. 16:24 
@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 kl. 9:59 
@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  [ophavsmand] 8. aug. 2023 kl. 8:13 
@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 kl. 18:03 
why does it say no available technology when i try to use a blueprint? i have only researched 3 things
GwinnBleidd  [ophavsmand] 20. mar. 2023 kl. 19:15 
@TeleportBehindYou I replied to you in the discussion thread you opened (in case you didn't subscribe for notifications).
TeleportBehindYou 15. mar. 2023 kl. 16:47 
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 kl. 19:51 
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  [ophavsmand] 25. jan. 2023 kl. 17:00 
@D9sinc yes, i suspected that might be something related to technologies/research, but thank you for pointing out the culprit!
D9sinc 25. jan. 2023 kl. 10:57 
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 kl. 10:37 
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  [ophavsmand] 25. jan. 2023 kl. 10:02 
thanks!
nguyenanh2132 25. jan. 2023 kl. 2:21 
Loving this mod a lot man. Perfect for my zombieland playthrough with 5% research speed and real ruins.
GwinnBleidd  [ophavsmand] 21. nov. 2022 kl. 15:52 
@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 kl. 14:49 
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?