Techprint

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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
15 (46%)
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

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

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

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

Version history

  • 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.