A very hard and difficult fork of the mod Techprint Expansion. The goal of this mod was to make the industrial era and spacer era take much longer by force rather than blitz through it, which I found to be an issue on my run even with the original Techprint Expansion mod.
This includes the original changes and vanilla expanded patches, while removing a couple (complex clothing, devilstrand) and adding one for smithing. I added a lot of techprints to many projects, probably too many, but I will modify/tweak after playtesting to see if it is too many/much.
I generally used three (arbitrary) rules for adding techprints to decide whether a technology deserved a techprint;
1. A core or breakthrough technology that is critical for progression in the tech tree, or was critical in real life, such as harder mirco-electronics or multi-analyzer.
2. A technology critical or important to combat, primarily weapons and armor, such as marine armor or precision rifling.
3. A technology that signifigantly helps and/or improves the average quality of life in a rimworld base, such as geothermal power or air conditioning.
Updated for 1.6, with most Vanilla Expanded research projects to include techprints, as well as including minor techprints for VFEM2 and Medieval Overhaul (and a small faction def addition to allow these to spawn). Includes a minor patch for SoS2 JT drives. I also decreased the techprint cost of some things like marine armor to make it more tolerable for actual gameplay, but overall YMMV.