[D] Techprinting (Continued)
A continuation of Dametri's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2100243898][D] Techprinting[/url].
If the original owner requests, this will be taken down.
[b]Note:[/b] Not all features have been tested thoroughly, but the general workflow [i]should[/i] work (object > convert to techshards > apply techshards > unlock research).
This doesn't seem to be incompatible with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2010527094]Technology Blueprints & Reverse Engineering[/url], but their reverse-engineering achieves almost the same effect.
Changes compared to original
[list]
[*] Added AllWork tag to worktype as noted by Jiopaba
[/list]
Original description:
[hr]
Adds the Techprinter, a workbench that can disassemble items into Techshards, small items similar to Techprints. These shards can be used to unlock projects with techprint requirements, or (with the appropriate setting enabled) to research technologies and their prerequisites, or sell for profit.
Compatible with existing saves.
Requires Royalty
Requires Harmony
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Features
Analyze and disassemble items into shards, which can unlock the techprint requirement of the item's associated technology - for example, Cataphract Helmet techshards will unlock Cataphract Armor.
Techprints are still available as normal if Royalty is installed, but they are now worth 100 shards.
But there are only a few items associated with techprints in the base game...
True - that's why Techprinting comes with a number of features and options to make shards more useful:
[list]
[*] Designed to be compatible with nearly every mod out there: techshards are dynamically generated
[*] Print shards from nearly any item, regardless of whether its tech is locked by prints or shards (Default: disabled)
[*] Use techshards to boost research of associated projects and their prerequisites (Default: enabled)
[*] Sell techshards for profit, even if they were created from biolinked or tainted items (Default: enabled)
[/list]
Not enough?
Change the way your game plays with the following advanced features (each of which "should" work with existing saves, but requires a game restart once changed):
[list]
[*] Add techshard requirements to all items above a configurable tech level (Default: disabled)
[*] Split research projects so that the recipes for a tech are locked under a separate project, but the original tech is normally researchable (Default: disabled)
[*] Add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2106703025]Arcane Technology[/url] to restrict pawns from using gear that hasn't been researched.
[/list]
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Load order
Harmony
Core
Royalty
...
Techprinting
ResearchPal (optional, doesn't matter if not splitting projects. Can load Fluffy's ResearchTree in any order.)
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[b]Compatible with:[/b]
Designed for compatibility; should integrate with nearly any mod that adds its own recipes and research.
[b]Conflicts:[/b]
Let me know if you find any.
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Notes
Requires Royalty per Rimworld modding guidelines.
Let me know if you run into any compatibility issues or bugs. Thanks!