Surviving Mars

Surviving Mars

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NASA Education System
   
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5 Jun, 2018 @ 9:05pm
22 Sep, 2021 @ 11:44pm
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NASA Education System

In 1 collection by SkiRich
SkiRich's Mods
55 items
Description
NASA Education System
v3.2.0 Sept 23rd, 2021
-- A smarter Education System --

Green Planet/Tito Patch Compatible

!!Highly suggested you read the guide!! ... Users Guide

This mod uses the new Mod Config Reborn giving you the ability to change some parameters.
Mod Config Reborn is here > Mod Config Reborn

NASA Education System - AKA Idiot Cure.
Finally, a way to get rid of those idiots, and no more Idiot/Gurus.

If you find this mod handy please vote up!!
Features
  • Idiots are transformed into Gurus** (Settable)
  • Automatic University Shift Controls
  • User controlled "Auto" mode
  • Re-Train already trained Colonists
  • Options to Not Train, To Train and To Re-Train BioRobots including Non-Specialists.
  • Options to limit replacing Idiot with Gurus to specific schools, or turn off adding it.
  • Speed Up Graduation in Universities and Sanatoriums
  • Dynamic Game Notification when a colonist graduates School, University or Sanatorium
  • Dynamic Game Notification on Idiot Trained To be a Guru
  • Unique Notification Icons
  • University and Sanatorium colonists graduate faster - Mod Config settable
  • Grade Schools prevent Idiots in all martianborn**
  • Persistent notifications on load game
  • Future proof new specialists.
  • Assignes Genius+Guru* traits to one colonist that graduates University between the 50th and 100th colonist to graduate(random each game).
  • Mod Options and Mod Config Reborn options to shut down the Mod dynamically in game

* Genius+Guru assignment can be just Genius assignment if Guru Traits turned off..
**Colonists must go through and complete one of the teaching institutions to get their Idiot traits transformed.

Employs a no-nonsense NASA curriculum in All Martian Training Schools.
Grade schools, martian universities, and sanatoriums effectively train the Idiot Trait out of your colonists and replaces it with Guru trait.
Rulers are involved. Watch your knuckles.
Hey are those nuns in space suits?

This mod does not introduce new buildings, instead it affects all in game Schools, Universities and Sanatoriums.

For those interested in how colonists earn their specialty see this discussion note -=> Game Graduation Times
For those interested in how specialists graduate see this discussion -=> Specialist Graduation Selection

No more guessing who graduated, you get a notification, a name, a specialization of the last graduated colonist and if you click the notification you zoom into the colonist.
Notifications hold the last 10 colonists that graduated, so you can cycle through them by clicking the notification.

Graduation speed is settable for University and Sanatorium, Normal, 2x, 3x, 4x - via Mod Config
Grade school graduation is based on age and is untouched, see notes above. But no more Idiots upon graduation.
This mod uses the new Mod Config Reborn giving you the ability to change some parameters.
Mod Config Reborn is here > Mod Config Reborn
Mod Config settings are saved with each save game and restored on game load.
New games get defaults.
Without Mod Config the default graduation rate is set to 2x for University and Sanatorium.

Idiot traits are removed upon graduation and replaced with Guru traits. The Nuns are strict.
Grade Schools never graduate an Idiots anymore.
Universities change Idiots to Gurus but only for non specialized visitors taking a class.
Sanatoriums change Idiots to Gurus regardless of what they are there to be cured for.
Non-Specialized BioRobots are trained like everyone else for new games. (Must turn on for save games if not on at the start)
Idiots turned to Gurus displayed in Notifications.
Idiot notification holds the last 10 Idiot to Gurus so you can cycle through them.

All notifications stay on screen until right click dismissed. You can set this to auto dismiss in mod config.
You can also set the no-notifications with Mod Config.
Auto dismiss works on new notifications. Any notification already on screen will need to be manually dismissed.

Feel free to allow un-specialized idiots to come to your colony from earth, just make sure you put them through school upon arrival.

Automatic University Shift Controls
With Mod Config installed you can now set the NASA Education System to autmotically control shifts.
Shifts will be shut down when no more specialists are needed.
You can set this for each shift individually.
If demand for a specialist is present, the shift will automatically turn on.
This feature is by default off allowing you to manually control all shifts.
Read the notes here on when you should use it -=> Feature Notes

User Controlled "Auto" Mode
With Mod Config installed you can now turn off assigning individual specializations when the university is in "Auto" specialization mode.
By default all specialists are trained in "Auto" mode.
Read the notes here on when you should use it -=> Feature Notes


Developer Notes
This mod does not introduce new buildings, instead it affects all in game Schools, Universities and Sanatoriums.
This mod should work with any School, University or Sanatorium that is modded or built by other modders as long as they do not change the Graduation Code.
This mod changes The GainPoints and OnTrainingCompleted classes. So if you mod a new building do not change that code or this mod may step on that or vis versa.
This mod watches for any new future specialist categories in case Haemimont adds them, so it should not break "Auto" mode functionality if things change. However I will need to add controls to manipulate them after any update.

Kudos and Credits
ChoGGi once again is a great friend helping me with my baptism by Lua Code.
Thank you RDR99 for beta testing all my stuff.

Localizations
Transalations by google translate.
Anyone wishing to improve these please contact me.
Thank you Jean for the French.
Polish, Russian, French, German
Spanish, Bulgarian, Chinese Simplified, Japanese

Report Bugs in the Bug Report Discussion

Please check out some of my other work:
SkiRich's Mods Collection
Popular Discussions View All (4)
23
26 Sep, 2021 @ 11:37am
PINNED: Bug Reports
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4
3 Jul, 2018 @ 6:56pm
PINNED: Specialist Graduation Selection
SkiRich
3
25 Jul, 2019 @ 8:53pm
PINNED: Feature Requests
SkiRich
102 Comments
SkiRich  [author] 9 Jan @ 2:39pm 
Mod Config Reborn is a separate mod.
Killer Turnus 5 Jan @ 10:46pm 
Do we need to download mod config reborn? or is it built in.
The Tempted Man 31 Oct, 2023 @ 4:19pm 
You are right, but non-specialist abandon their posts all the time, so you have shortages. It owuld be cool if the mod was set to alwyas enforce filling non-specialist jobs and then opening universites. Currently, you must train all non specials into specials asap in order to counter this oversight in logic.
SkiRich  [author] 31 Oct, 2023 @ 1:11pm 
Its not needed. The Universities are set to only turn on when there is a demand for a specialist job. You could game that by turning off specialists wanted in some jobs.
The Tempted Man 6 Oct, 2023 @ 5:47am 
Can you force a certain number of the worker class, non spec people to be available at all times? Most common issue with htis mod I have is that I have so much specialized manpower that I can't birth enough of the ismpler folk to do the ocmmon jobs xD
tanyfilina 6 Jan, 2022 @ 2:19am 
Thanks!
To be accurate, those children live in the same dome where the school is, that's why I considered it to be a bug.
SkiRich  [author] 6 Jan, 2022 @ 1:32am 
@tanyfilina, I cannot control debuffs. All school types are technically work under the hood, so you may see from time to time a colonist from another dome attending a a school get that.
The code for the colonist itself is what decides when to apply the debuff. I suspect the school code or colonist code may have not taken that into account when the devs created the new school assets. Alot of that was changed.
I'll take a peek and see if its a bug with the game source and if so, I may be able to add a patch.
tanyfilina 5 Jan, 2022 @ 8:57pm 
Children in the school show "working in another dome" debuff. Adult colonists seem to be ok. Not sure, if this mod is the reason though...
Ghost Fox 24 Sep, 2021 @ 2:41pm 
@Kai
Select them, click the button in the sidebar with the "colonist symbol wearing graduation cap" image, watch them lose their specialization and become eligible to attend university.
Kai 24 Sep, 2021 @ 12:17pm 
How do you re-train a colonist already trained?