Technology Blueprints & Reverse Engineering

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Author: GwinnBleidd

Last revision: 15 Jul, 2025 at 12:39 UTC (6)

File size: 648.79 KB

On Steam Workshop

Description:
Features:

1. You can build an R&D Bench and use it to reverse engineer things
2. You can reverse engineer buildings

If successful in reverse engineering, your research progress toward related technology will be boosted. To be able to reverse engineer a particular thing or building, they should be unlocked by immediately researchable technology.
Research progress boost is configurable but further affected by the thing’s quality, hit points, and amount of other things unlocked by the technology in question.

3. Adds Technology Blueprints to the game. These are rare items that can be dropped by enemies or bought from traders.
Using one will consume it and will give you some progress towards a random, researchable technology.
(This part of the functionality is based on a forked, updated, and patched version of the "Technology Blueprints" mod by Smuffle, LOLKAT_KOMRAD_94)

There are four types of blueprints:

  • Neolithic blueprints
  • Medieval blueprints
  • Industrial blueprints
  • Spacer blueprints

When you have mastered a technological era, you’ll be able to research the capacity to craft your own technology blueprints at an R&D Bench and sell them to traders for profit!

Changes / differences compared to the original "Technology Blueprints" mod:

  • ADDED: 1.2, 1.3, 1.4 and 1.5 support
  • ADDED: support for Vanilla Factions Expanded – Settlers
  • ADDED: support for Vanilla Factions Expanded – Medieval
  • CHANGED: other customized factions should work too (depending on the fullness of their XML). If they don’t, let me know and I’ll try to patch it.
  • ADDED: configuration settings for the blueprints drop rates, and the drop rates now actually work correctly (see the next item). You may want to increase it since the default setting is low
  • CHANGED: the way how blueprints are added to the inventory, allowing to have the right drop rates for all pawns (bypassing skip chance tag)
  • CHANGED: blueprints generated based on faction’s technological level (with the exception of tribals: they will generate on average 1 medieval blueprint to every 2 neolithic blueprints)
  • CHANGED: drop rates can be flat (the same for every pawn), or they can scale with the pawn’s combatPower. Configurable
  • ADDED: percentage of research boost is configurable and is calculated correctly now, accounting for possible storyteller settings. You may want to increase it since the default setting is low
  • CHANGED: all traders can have blueprints in their stock, and no extra patches are needed (at least, in theory)

Should be added after any mod adding new factions, traders or modifying research

CREDITS:
  • Smuffle, LOLKAT_KOMRAD_94 – Original "Technology Blueprints" mod for version 1.0
  • GwinnBleidd – Updates to 1.1, 1.2, and 1.3, bug fixes, making mod configurable, support for custom factions
  • GwinnBleidd – All of the reverse engineering functionality
  • YAYO – update 1.2.10 (Korean localization and reverse engineering of SterileMaterials)

[ko-fi.com]

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