Techprint

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Techprint

Techprint.png

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.


Type
Exotic Item
Stack Limit
10

Base Stats

Deterioration Rate
2
Flammability
1
Market Value
1,000
Max Hit Points
100
... further results

Stat Modifiers

... further results

Techprints are an item used in research, specifically to unlock some research projects.

Acquisition

Techprints can be bought off Caravans and Trading ships.

Variations

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

  • Artificial Metabolism
  • 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.

Notes

While officially it only appears in gameplay with the Royalty DLC active, mods can add research projects that utilize techprints even without the DLC.

Version history

Added in 1.1.