Difference between revisions of "Techprint"

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<noinclude>
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{{Royalty}}{{Infobox main|exotic
{{Define|Exotic Item
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| name = Techprint
 +
| image = Techprint.png|Techprint
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| description = The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.
 +
<!-- Base Stats -->
 +
| type = Exotic item
 +
| hp = 100
 +
| deterioration = 2
 +
| marketvalue = 1000
 +
| mass = 0.03
 +
| flammability = 1
 +
| stack limit = 10
 +
| path cost = 14
 +
| rotatable = false
 +
<!-- Technical -->
 +
| defName = Techprint
 
| always haulable = true
 
| always haulable = true
| def name = Techprint
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<!-- Unused -->
| image = Techprint
 
| description = The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.
 
 
| draw gui overlay = false
 
| draw gui overlay = false
 
| e type = Medicine
 
| e type = Medicine
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| label = Techprint
 
| label = Techprint
 
| parent name = ResourceBase
 
| parent name = ResourceBase
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
 
| sound drop = Standard_Drop
 
| sound drop = Standard_Drop
 
| sound interact = Standard_Drop
 
| sound interact = Standard_Drop
| stack limit = 10
 
 
| thing class = ThingWithComps
 
| thing class = ThingWithComps
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 2
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}}
| flammability base = 1.0
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{{Main|Research}}
| market value base = 1000
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'''Techprints''' are exotic consumable items associated with a specific research project and which must be consumed to unlock access to that research project.
| max hit points base = 100
 
| mass = 0.03
 
}}</noinclude><!--
 
--><includeonly>{{Main Article |research}}</includeonly>
 
 
 
'''Techprints''' are an item used in [[research]] to unlock some research projects.
 
  
 
== Acquisition ==
 
== Acquisition ==
 +
Techprints cannot be crafted. Instead they can be [[Trade|purchased]] from caravans and trading ships, or obtained as a [[quest]] reward. They can also be found inside [[ancient shrine]]s and [[Quests#Ancient_Complex|ancient complexes]] {{IdeologyIcon}}.{{Check Tag|Ancient Mechanitor Complex?|If so, also Biotech}}
  
Techprints can be bought off Caravans and Trading ships, or obtained as a quest reward. They can also be found inside [[ancient shrine]]s.
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== Summary ==
 
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Techprints can be applied to research benches to unlock the specific research project it is associated with for research and completion. The associated project will be mentioned in the techprint's name and projects that require techprints will note that information in the Research menu. Most projects require only a single techprint to unlock, but the [[Research#Cataphract_armor|cataphract armor]] research requires two. For this purpose, all techprints for the same project are interchangeable - any two techprints of the right type will function.  
== Usage ==
 
 
 
Upon use, a researcher will bring the techprint to a research bench of any sort and proceed to consume it, gaining 2000 research XP in the process. This is affected by researcher passion.
 
  
Note that applying the techprint does not require that prerequisite research be finished, or even the appropriate stuctures (e.g. hi-tech research bench, multi-analyzer).
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Upon use, a researcher will bring the techprint to a research bench of any sort and proceed to consume it, gaining 2000 [[Intellectual]] XP in the process. This XP is unaffected by the researcher's [[passion]] or learning rate. If a [[hi-tech research bench]] is used for this purpose, it need not be powered.  
  
== Variations ==
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Applying the techprint does not require that any prerequisite research be finished, or even the appropriate structures (e.g. hi-tech research bench, multi-analyzer) to be used, however using the techprint to unlock a project does not complete the project, it only allows it to be researched as normal. If the project has prerequisites or required structures, they will still be necessary to research the project.
  
These are the different technologies you can obtain Techprints for with the [[Royalty DLC]] active:
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Applying a techprint of a project that is already unlocked will grant progress on the project equal to half of the remaining points to complete the project. This will still grant the Intellectual XP to the researcher, and will do so even if the project has been completed.
  
*Artificial Metabolism
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There are reports that due to rounding errors, a finite number of techprints will actually unlock a project however these reports are unconfirmed, and even if true, it is unclear if this will allow "sequence breaking" by unlocking a project before the prerequisites have been completed.{{Check Tag|Fact Check}}
*Brain Wiring
 
*Cataphract Armor
 
*Circadian Influence
 
*Compact Weaponry
 
*Flesh Shaping
 
*Healing Factors
 
*Molecular Analysis
 
*Neural Computation
 
*Poison Synthesis
 
*Specialized Limbs
 
*Skin Hardening
 
  
Currently no research projects in the base game require techprints.
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All techprints have a [[Sell_Price_Multiplier|Sell Price Multiplier]] of x10%.
  
== Notes ==
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=== Variations ===
 
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These are the different technologies you can obtain techprints for with the [[Royalty DLC]] active:
While officially it only appears in gameplay with the Royalty DLC active, mods can add research projects that utilize techprints even without the DLC. However, in the latest version this is illegal.
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* [[Research#Artificial metabolism|Artificial Metabolism]]
 +
* [[Research#Brain wiring|Brain Wiring]]
 +
* [[Research#Cataphract armor|Cataphract Armor]]
 +
* [[Research#Circadian influence|Circadian Influence]]
 +
* [[Research#Compact weaponry|Compact Weaponry]]
 +
* [[Research#Flesh shaping|Flesh Shaping]]
 +
* [[Research#Healing factors|Healing Factors]]
 +
* [[Research#Jump packs|Jump packs]]
 +
* [[Research#Molecular analysis|Molecular Analysis]]
 +
* [[Research#Neural computation|Neural Computation]]
 +
* [[Research#Poison synthesis|Poison Synthesis]]
 +
* [[Research#Specialized limbs|Specialized Limbs]]
 +
* [[Research#Skin hardening|Skin Hardening]]
  
 
== Version history ==
 
== Version history ==
 +
* 1.1 - Added
 +
* [[Version/1.1.2647|1.1.2647]] - It has been changed to no longer work without the Royalty DLC. Previously mods could add research requiring techprints, even without the DLC.
 +
* [[Version/1.4.3523|1.4.3523]] - Techprints now give a flat 2000xp bonus, unaffected by learning rate.
  
Added in 1.1.
+
[[Category:Exotic Item]]
 
 
</noinclude>
 

Latest revision as of 15:14, 7 January 2024

Techprint

Techprint

The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.

Base Stats

Type
Exotic item
Market Value
1000 Silver
Stack Limit
10
HP
100
Deterioration Rate
2
Flammability
100%
Rotatable
False
Path Cost
14 (48%)
Technical
defName
Techprint


Techprints are exotic consumable items associated with a specific research project and which must be consumed to unlock access to that research project.

Acquisition[edit]

Techprints cannot be crafted. Instead they can be purchased from caravans and trading ships, or obtained as a quest reward. They can also be found inside ancient shrines and ancient complexes Content added by the Ideology DLC.[Ancient Mechanitor Complex?]

Summary[edit]

Techprints can be applied to research benches to unlock the specific research project it is associated with for research and completion. The associated project will be mentioned in the techprint's name and projects that require techprints will note that information in the Research menu. Most projects require only a single techprint to unlock, but the cataphract armor research requires two. For this purpose, all techprints for the same project are interchangeable - any two techprints of the right type will function.

Upon use, a researcher will bring the techprint to a research bench of any sort and proceed to consume it, gaining 2000 Intellectual XP in the process. This XP is unaffected by the researcher's passion or learning rate. If a hi-tech research bench is used for this purpose, it need not be powered.

Applying the techprint does not require that any prerequisite research be finished, or even the appropriate structures (e.g. hi-tech research bench, multi-analyzer) to be used, however using the techprint to unlock a project does not complete the project, it only allows it to be researched as normal. If the project has prerequisites or required structures, they will still be necessary to research the project.

Applying a techprint of a project that is already unlocked will grant progress on the project equal to half of the remaining points to complete the project. This will still grant the Intellectual XP to the researcher, and will do so even if the project has been completed.

There are reports that due to rounding errors, a finite number of techprints will actually unlock a project however these reports are unconfirmed, and even if true, it is unclear if this will allow "sequence breaking" by unlocking a project before the prerequisites have been completed.[Fact Check]

All techprints have a Sell Price Multiplier of x10%.

Variations[edit]

These are the different technologies you can obtain techprints for with the Royalty DLC active:

Version history[edit]

  • 1.1 - Added
  • 1.1.2647 - It has been changed to no longer work without the Royalty DLC. Previously mods could add research requiring techprints, even without the DLC.
  • 1.4.3523 - Techprints now give a flat 2000xp bonus, unaffected by learning rate.