Editing Techprint

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:
 
| flammability = 1
 
| flammability = 1
 
| stack limit = 10
 
| stack limit = 10
| path cost = 14
+
| path cost = 15
 
| rotatable = false
 
| rotatable = false
 
<!-- Technical -->
 
<!-- Technical -->
Line 30: Line 30:
 
| use hit points = true
 
| use hit points = true
 
}}
 
}}
{{Main|Research}}
+
{{Main|research}}
'''Techprints''' are exotic consumable items associated with a specific research project and which must be consumed to unlock access to that research project.
+
'''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.
  
== Summary ==
+
== Usage ==
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.  
+
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.
  
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.  
+
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).
  
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.
+
== Variations ==
 
 
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.{{Check Tag|Fact Check}}
 
 
 
All techprints have a [[Sell_Price_Multiplier|Sell Price Multiplier]] of x10%.
 
 
 
=== Variations ===
 
 
These are the different technologies you can obtain techprints for with the [[Royalty DLC]] active:  
 
These are the different technologies you can obtain techprints for with the [[Royalty DLC]] active:  
 
* [[Research#Artificial metabolism|Artificial Metabolism]]
 
* [[Research#Artificial metabolism|Artificial Metabolism]]
Line 58: Line 50:
 
* [[Research#Flesh shaping|Flesh Shaping]]
 
* [[Research#Flesh shaping|Flesh Shaping]]
 
* [[Research#Healing factors|Healing Factors]]
 
* [[Research#Healing factors|Healing Factors]]
* [[Research#Jump packs|Jump packs]]
 
 
* [[Research#Molecular analysis|Molecular Analysis]]
 
* [[Research#Molecular analysis|Molecular Analysis]]
 
* [[Research#Neural computation|Neural Computation]]
 
* [[Research#Neural computation|Neural Computation]]
Line 66: Line 57:
  
 
== Version history ==
 
== Version history ==
* 1.1 - Added
+
* 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/1.1.2647|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.
 
  
 
[[Category:Exotic Item]]
 
[[Category:Exotic Item]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: