Ludeon Forums

RimWorld => Mods => Releases => Topic started by: LOLKAT_KOMRAD_94 on December 15, 2017, 03:32:56 AM

Title: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on December 15, 2017, 03:32:56 AM
Technology Blueprints v1.0.5
[1.0] Version 1.0.5
Always load Technology Blueprints after any mod that adds, changes or removes Research Projects!

Description:
This mod adds Technology Blueprints to the game. Discover the secrets of any research by using them!
These are rare items that can be dropped by enemies or bought at traders. Using one will consume it and unlock a random, researchable technology if the blueprint is under or equivalent to your era; otherwise, it will give you some progress towards the technology.

There are four types of blueprints:
- Neolithic blueprints
- Medieval blueprints
- Industrial blueprints
- Spacer blueprints

Factions drop relevant blueprints, e.g. tribals mostly drop neolithic blueprint and medieval blueprint, but have a tiny chance of dropping higher era blueprints. The frequency of dropping a blueprint in a raid is between 1-5% per enemy, where weaker enemies have a lesser chance to drop. Faction leaders have about 90% drop chance, thus giving more reason to travel to enemy bases.

Blueprints can also be awarded as world quests, item stash, etc., so keep your eye out for them!

When you have mastered a technological era, you'll be able to research the capacity to craft your own technology blueprints at a Blueprint Bench and sell them to traders for profit!
This will make sure your researchers keep their minds sharp, and their work profitable ;)

Please send any feedback or suggestion our way, in the discussion here (http://steamcommunity.com/workshop/filedetails/discussion/1231678757/2906376154314942030/) or on the forums!

Links:
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1231678757)
Github (https://github.com/NoahKYoung/RimworldDiscoverTechsMod/releases/tag/1.0.4)

Mod compatibility:
Always load Technology Blueprints after any mod that adds, changes or removes Research Projects!
Now works with Fluffy Research Tree and Research Pal.
The blueprints will also unlock technology from other mods, and can be very useful if you utilize several mods that have their own research.
However, if you do encounter any compatibility problems, do tell us in the discussion here (http://steamcommunity.com/workshop/filedetails/discussion/1231678757/2906376154314938035/) so we can look into it and list it.

Known bugs:
None currently.
Please send them to us in the discussion here (http://steamcommunity.com/workshop/filedetails/discussion/1231678757/2906376154314938035/) so we can update this list and work on them!

Credits:
Design / Development: Smuffles & LOLKAT_KOMRAD_94
Blueprint art: Hobosensual
Mod compatibility w/ Research Tree & ResearchPal: Ashnal
Title: Re: [B18] Technology Blueprints
Post by: Harry_Dicks on December 15, 2017, 07:53:11 AM
This sounds like a great idea, will give it a try on my next run. Between this and researchers writing books/journals, I shall never again have idle Sheriffs in late game not earning their keep! Could you throw out some rough estimates on the amount of work and cost to make and buy/sell blueprints? Thanks!
Title: Re: [B18] Technology Blueprints
Post by: frenchiveruti on December 15, 2017, 07:56:23 AM
Hey, for balance sake I suggest making the "blueprints" increase a % of a research instead of giving it out full, because in big raids you'll have better chance to get blueprints that automatically complete researches
Nice mod.
Title: Re: [B18] Technology Blueprints
Post by: Canute on December 15, 2017, 10:29:43 AM
Instead a random research of these tech, the blueprint should specify the right research.
At this way you can adjust the market value more at the needed research points.
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on December 15, 2017, 10:36:23 AM
@Harry_Dicks
Sure! The market values of blueprints go from 250 (Neolithic) to 1500 (Spacer) if I'm not mistaken. The work to make them is not too big, a few hundred I think.
Do tell us what you think when you get the chance to try it out! :)

@frenchiveruti
That's a good point. It only gives the full tech if it's your era or less, but we could go for a % gain whatever happens, the % being scaled on era difference. We went for the instant unlock because we want blueprints to be rather rare and a good find, but we'll see how people find it and adjust if needs be.

@Canute
We did think about making blueprints specific to a tech, but the problem with that approach is that a blueprint is useful only once. Having it as a resource kind of thing means it's less of a "one shot" type of item, but something that can be bought / traded in "bulk" without too much micromanagement (waiting for that ONE blueprint to show up...).
Title: Re: [B18] Technology Blueprints
Post by: TryB4Buy on December 23, 2017, 07:57:44 PM
Well darn I thought this was a reverse engineering mod: you find a charge rifle, then you take it apart and get tech points towards charge rifles, etc.
Title: Re: [B18] Technology Blueprints
Post by: Canute on December 24, 2017, 04:10:51 AM
Then it would be very limited to moveable only objects.
Title: Re: [B18] Technology Blueprints
Post by: Backstab1993 on February 08, 2018, 07:34:19 PM
sounds amazing, downloaded now.
Title: Re: [B18] Technology Blueprints
Post by: Crow_T on February 08, 2018, 08:28:21 PM
Quote from: frenchiveruti on December 15, 2017, 07:56:23 AM
Hey, for balance sake I suggest making the "blueprints" increase a % of a research instead of giving it out full, because in big raids you'll have better chance to get blueprints that automatically complete researches
Nice mod.

I haven't tried this mod yet but I was thinking the same thing- just grabbed it though so looking forward to testing :) I wonder if the % unlocked could be scaled down the higher the difficulty level.
Title: Re: [B18] Technology Blueprints
Post by: darkwar1213 on February 08, 2018, 11:01:48 PM
Is it capacble of completing mod researches? What happens if you unlock progress in a research for which you don't have prerequesites unlocked yet (like previous technologies or multianalyzer)?

I support the idea that this should give % instead of completing the research in any case. Considering the distance of your tech level and the research level. Also would be a great combo with Tech Advancement mod. Really nice mod.
Title: Re: [B18] Technology Blueprints
Post by: Ruisuki on February 21, 2018, 01:58:51 AM
I like the idea of giving research a use post completion by selling your own research notes. I will definitely load this as soon as I finish all research. I dont wanna speed up my research by finding blueprints from others, so I'll wait until then.
Title: Re: [B18] Technology Blueprints
Post by: Heni on March 05, 2018, 09:28:15 PM
Very helpfull your mod is, i like the idea. Keep the good work!
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on April 19, 2018, 04:51:27 PM
@Heni
Thanks! :)

@Ruisuki
I understand! Do tell us how you like the mod once you get there.

@darkwar
Yup, the random enables us to select a valid technology (this includes mod techs, and excludes techs without the prerequisites unlocked yet)

About the % idea - we wanted blueprints to be a rare resource to find, but if we get enough feedback that it's too OP, we'll change that!
Title: Re: [B18] Technology Blueprints
Post by: Roolo on April 20, 2018, 01:01:33 AM
Nice mod! I love the idea. I understand darkwar's point: getting a full research completed may be unbalanced, and giving only a certain amount of points would make it more balanced. However I also think that would make the effect of the blueprints much less noticeable and therefore take away some of the magic. I therefore suggest: make the chance to find a certain blueprint dependent on the research points required to complete the blueprint's research (in other words: more costly research blueprints would be harder to find). This would improve balancing without taking away the magic feeling players get when encountering a blueprint.

Let me know if you can use my help coding this suggested change.
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on May 03, 2018, 02:33:40 PM
Quote from: Roolo on April 20, 2018, 01:01:33 AM
Nice mod! I love the idea. I understand darkwar's point: getting a full research completed may be unbalanced, and giving only a certain amount of points would make it more balanced. However I also think that would make the effect of the blueprints much less noticeable and therefore take away some of the magic. I therefore suggest: make the chance to find a certain blueprint dependent on the research points required to complete the blueprint's research (in other words: more costly research blueprints would be harder to find). This would improve balancing without taking away the magic feeling players get when encountering a blueprint.

Let me know if you can use my help coding this suggested change.

That's a great point. We currently have 4 types of blueprints which correspond to the 4 levels of technologies, but we definitely could weight the list of available technologies according to how many Research Points are left to research (the lowest being the highest chance of unlocking that tech).
Title: Re: [B18] Technology Blueprints
Post by: henk on May 03, 2018, 04:34:51 PM
Crafting blueprints definitely needs to cost more resources and time, otherwise they're just way too valuable as trade goods.

If you're worried about blueprint balance, just make them more common, and give less per use.
Title: Re: [B18] Technology Blueprints
Post by: matheryn on May 04, 2018, 12:52:15 PM
love this mod but I do seem to be having errors thown up about missing something or rathers because of this mod - on lots of drugs atm to stop pain from sciatica pain but stay tunned to this post and I will post the error report inreguards to this mod
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on July 18, 2018, 07:00:32 AM
Quote from: henk on May 03, 2018, 04:34:51 PM
Crafting blueprints definitely needs to cost more resources and time, otherwise they're just way too valuable as trade goods.

If you're worried about blueprint balance, just make them more common, and give less per use.

Thanks for your feedback ! I'll look into increasing the time required to make them, I think that's the best route for balance, having them be valuable is one of the intentions.

Quote from: matheryn on May 04, 2018, 12:52:15 PM
love this mod but I do seem to be having errors thown up about missing something or rathers because of this mod - on lots of drugs atm to stop pain from sciatica pain but stay tunned to this post and I will post the error report inreguards to this mod

Hi there! Hope you're feeling better! :) I think that might be due to some mods removing some techs - would you have Combat Extended as a mod? We've had reports of compatibility issues.

I'm currently working on making the mod much more flexible concerning prerequisites for the tech blueprints techs so this might fix any issue that you've encountered.
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on July 20, 2018, 03:04:04 PM
Mod updated to version 1.0.2.
Download on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1231678757) or GitHub (https://github.com/NoahKYoung/RimworldDiscoverTechsMod/releases/tag/v1.0.2).


Changelog 1.0.2
Fixes

    - Now works with Combat Extended & any other mod that adds, removes or changes Research Projects
    - Some code & process cleanup

Balancing
Blueprints are now longer to produce but cost overall more, keeping them as
valuable trade goods that require more investment and are harder to get
for high-end technologies.

    - Neolithic from 250 to 200$; work to produce from 4k to 10k
    - Medieval from 500 to 900$; work to produce from 4.5k to 20k
    - Industrial from 1000 to 2500$; work to produce from 5k to 40k
    - Spacer from 2000 to 5750$; work to produce from 6 to 80k

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
Title: Re: [B18] Technology Blueprints
Post by: docssy on July 21, 2018, 10:31:07 AM
I love this mod. I've actually removed using research benches in favour of waiting for the drops. It is definitely slow at first though...

I wonder if it was possible to extend this, such that you would need blueprints to discover individual recipes (think of your poor machining table and gun mods!). That'll tie directly in to the other idea of disassembling items to discover how they work
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on July 21, 2018, 06:28:15 PM
Hi, I'm glad you like it! :) It must be quite the different experience playing with no research on.

It could be possible to link blueprints to specific unlocks, but that would mean a quite profound change in how research works in the game. It's a bit out of scope for this mod.

The idea of dissassembling is interesting though, but I'd say that would warrant a different mod!
Title: Re: [B18] Technology Blueprints
Post by: AnotherFireFox on July 21, 2018, 09:12:36 PM
A little disagreement on your concept of blueprint: They should be able to be written in your current techs.

Blueprints are for workers to work on it, right? If you can build a chemfuel generator for instance, you have to be able to write a blueprint of it, otherwise your constructors can't build it...isn't it?
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on July 22, 2018, 02:20:20 PM
@AnotherFireFox

Yes, i agree that logically blueprints would be linked to one kind of constructible. We did decide to go for research projects as a whole instead of individual items for a few reasons:

- A technical reason: we'd need to see how to unlock specific kinds of constructibles, which are currently unlocked according to researchProjects. This is probably possible but felt too much like a change compared to Vanilla rimworld.
- A design reason: we would have to have one constructible per blueprint, which would make using them extremely finicky and not what we were aiming for (something easy to incorporate into the game, that doesn't take too much effort to use/understand)
Title: Re: [B18] Technology Blueprints
Post by: AnotherFireFox on July 23, 2018, 12:28:14 AM
Quote from: LOLKAT_KOMRAD_94 on July 22, 2018, 02:20:20 PM
@AnotherFireFox

Yes, i agree that logically blueprints would be linked to one kind of constructible. We did decide to go for research projects as a whole instead of individual items for a few reasons:

- A technical reason: we'd need to see how to unlock specific kinds of constructibles, which are currently unlocked according to researchProjects. This is probably possible but felt too much like a change compared to Vanilla rimworld.
- A design reason: we would have to have one constructible per blueprint, which would make using them extremely finicky and not what we were aiming for (something easy to incorporate into the game, that doesn't take too much effort to use/understand)

No, I meant the levels of blueprints should be lowered by one. You can build Industrial Blueprint when you can research industrial blueprint. Will it cause an issue like you can write a blueprint of what you're not already researched?
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on September 23, 2018, 11:34:22 AM
Hey again @AnotherFirefox. Sorry, I was certain I had activated e-mail notifications for Ludeon Forums... But apparently not because I entirely missed your message.

If everything is working correctly, you can only build Industrial Blueprints if you have researched the Industrial Blueprints research (which has ALL Industrial Research as a prerequisite). Of course if that's not the case, I'll need to have a look ^^"
Title: Re: [B18] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on September 23, 2018, 11:36:02 AM
Mod updated to version 1.0.3.
Download on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1231678757) or GitHub (https://github.com/NoahKYoung/RimworldDiscoverTechsMod/releases/tag/v1.0.2).


Changelog 1.0.3
Fixes

    - Now works with RimWorld B19.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
Title: Re: [B19] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on October 17, 2018, 01:09:46 PM
RimWorld has been updated to 1.0. We will be checking to fix any update issues shortly. This will take priority in front of fixing the compatibility problem with ResearchPal & Fluffy Research Tree.
Title: Re: [B19] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on November 05, 2018, 04:34:01 PM
Mod updated to version 1.0.4.
Download on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1231678757) or GitHub (https://github.com/NoahKYoung/RimworldDiscoverTechsMod/releases/tag/1.0.4).


Changelog 1.0.4
Fixes

    - Now works with RimWorld 1.0.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
Title: Re: [1.0] Technology Blueprints
Post by: vizor on November 08, 2018, 10:33:51 AM
Mod is completely imbalanced for tribal play. I went solo tribal with Tech Advancing mod so slow gameplay, and crashlanded visitor have brought me spacer plans that made my worth more than double. Had to disable the mod, would be nice to bring some options to fix the balance.
Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on November 08, 2018, 11:02:42 AM
Hi Vizor! Do you mean it makes the game too easy when playing Tribal? It is worth a lot but you shouldn't be able to unlock Spacer tech if none is available to research through standard means. What kind of balance change would you expect?
Title: Re: [1.0] Technology Blueprints
Post by: TelekineticSloth on November 08, 2018, 05:45:15 PM
I was hoping that this mod would make it so the blueprint is needed to start a research.
Title: Re: [1.0] Technology Blueprints
Post by: vizor on November 08, 2018, 06:59:39 PM
Well, you play tribal, you struggle to research medieval techs so you can slowly crawl towards electricity. Then an item drops that a) you can't use, you can sell it, and you definitely should, because after you got it, total worth of your colony more than doubled up so next ride will come with machine guns instead of knives... I can see the balance of this in two ways:

a) drastically limit the cost and add menu option to disable crafting it.
b) allow blueprints only from your tech or one above your tech (should be customizable in options aswell)
Title: Re: [1.0] Technology Blueprints
Post by: Ruisuki on November 10, 2018, 04:01:55 AM
Quote from: TelekineticSloth on November 08, 2018, 05:45:15 PM
I was hoping that this mod would make it so the blueprint is needed to start a research.
lol that might be a good idea
Title: Re: [1.0] Technology Blueprints
Post by: publicuser on November 10, 2018, 04:50:53 AM
Simplified Chinese translation by master_wu. In attachment

[attachment deleted due to age]
Title: Re: [1.0] Technology Blueprints
Post by: Shekotun on November 10, 2018, 03:58:55 PM
Good mod. But you should add "preferences/config" for chances of appearance and speed progress. Disbalance for mass killing on high level difficult. Thx.
Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on January 19, 2019, 09:24:53 AM
Mod updated to version 1.0.4.
Download on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1231678757) or GitHub (https://github.com/NoahKYoung/RimworldDiscoverTechsMod/releases/tag/1.0.5).


Changelog 1.0.5
Fixes

    - Mod compatibility with Research Tree & ResearchPal.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects, including Research Tree & ResearchPal.
Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on January 19, 2019, 09:29:56 AM
Thanks for your feedback vizor, TelekineticSloth and Shetokun! And sorry for replying so late, my e-mail notifications don't seem to be working for some reason...

With this update to compatibility, I will look into options - as this seems to be something most people are interested in.

Alas, the "tech needs blueprint to be researched" is out of scope for this mod (but i do like the idea) :)

And thanks a bunch publicuser for the link to the Chinese translation by master_wu! Do you know how I could easily distribute this optionally on the workshop to make the task easier for Chinese players? Thanks in advance!
Title: Re: [1.0] Technology Blueprints
Post by: rakkaus on January 25, 2019, 07:03:27 PM
It would be really cool if you had to find a blueprint in order to be able to research a given technology. It would need to be balanced so only technologies one step away from the current researched will drop. Also if you do not have all technologies from a given era researched you cannot go into the next era.
Title: Re: [1.0] Technology Blueprints
Post by: Ruisuki on April 25, 2019, 07:36:21 AM
does researchpal still through up errors? is it unplayable or minor bug?
Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on April 27, 2019, 04:59:56 AM
Quote from: Ruisuki on April 25, 2019, 07:36:21 AM
does researchpal still through up errors? is it unplayable or minor bug?

Hey Ruisuki ! We've updated with a fix, so there's no longer any compatibility problems (AFAIK). If you do encounter some problems, do say but it should run smoothly now :)

Cheers!
Title: Re: [1.0] Technology Blueprints
Post by: Ruisuki on September 18, 2019, 05:16:16 AM
hello i thought this made it so it gives you progress towards a technology, not the full research per blueprint? Because thats what its doing for me. its essentially like the subpersona core, except more common

Oh I see it only applies to tech thats of a higher grade than your own. Hmmmm is there any way to change that aspect? Maybe a mod settings option to allow us to tweak the progress per print ourselves?
Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on September 18, 2019, 05:36:31 AM
Hey @Ruisuki!

That's actually one of the things in my todo for the mod (You can see the whole "todo" here: https://github.com/NoahKYoung/RimworldDiscoverTechsMod/issues). Tbh, I haven't had much time to do anything besides work this year, but when I get the chance this is definitely some of the things you can expect from mod options.

Currently, the idea was that if you found a blueprint of your tech level: you're able to understand it, so you automatically unlock the tech. If you're not, you only understand fragments of the technology described on the blueprint.

But some options to tweak values etc would be a definitive plus to the mod! Thanks for your feedback :)
Title: Re: [1.0] Technology Blueprints
Post by: Asteyr on September 18, 2019, 08:22:31 AM
Hi there, awesome mod. Perhaps you should edit the first post and let people know that the incompatibility with mods like Research Pal is fixed. If I did not have that habit of checking the last page of mod threads to see what the current state is, I would probably have passed on it. :)

Thank you for the awesome mod :)

Title: Re: [1.0] Technology Blueprints
Post by: LOLKAT_KOMRAD_94 on September 18, 2019, 09:55:13 AM
Hey @Asteyr! Can't believe I forgot to correctly update the first post, I must have been really tired lmao

Thanks a lot for the heads up and praise :)
Title: Re: [1.0] Technology Blueprints
Post by: Ruisuki on September 19, 2019, 12:07:06 AM
Quote from: LOLKAT_KOMRAD_94 on September 18, 2019, 05:36:31 AM
Hey @Ruisuki!

That's actually one of the things in my todo for the mod (You can see the whole "todo" here: https://github.com/NoahKYoung/RimworldDiscoverTechsMod/issues). Tbh, I haven't had much time to do anything besides work this year, but when I get the chance this is definitely some of the things you can expect from mod options.

Currently, the idea was that if you found a blueprint of your tech level: you're able to understand it, so you automatically unlock the tech. If you're not, you only understand fragments of the technology described on the blueprint.

But some options to tweak values etc would be a definitive plus to the mod! Thanks for your feedback :)
cool man I appreciate that it's on your radar
Title: Re: [1.0] Technology Blueprints
Post by: rimmer21 on November 19, 2019, 01:28:32 AM
I have spacer tech blueprint in my stockpile in my tribal start and when i click on it to use it, it days "cannot use spacer technology blueprint (no available technology), im assuming i need a hi tech research bench or what is the problem here?
Title: Re: [1.0] Technology Blueprints
Post by: rimmer21 on November 19, 2019, 11:19:05 PM
help anyone?