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− | {{ | + | <noinclude> |
− | | name = Techprint | + | {{Define|Exotic Item |
− | | image = | + | | always haulable = true |
+ | | def name = Techprint | ||
+ | | 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. | | 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. | ||
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| 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 |
− | {{Main| | + | | flammability base = 1.0 |
− | '''Techprints''' are | + | | market value base = 1000 |
+ | | max hit points base = 100 | ||
+ | | mass = 0.03 | ||
+ | }}</noinclude><!-- | ||
+ | --><includeonly>{{Main Article |research}}</includeonly> | ||
+ | |||
+ | '''Techprints''' are an item used in [[research]], specifically to unlock some research projects. | ||
== Acquisition == | == Acquisition == | ||
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− | + | Techprints can be bought off Caravans and Trading ships. | |
− | Techprints can be | ||
− | + | == 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. | |
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== Version history == | == Version history == | ||
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− | + | Added in 1.1. | |
+ | |||
+ | </noinclude> |