RimWorld

RimWorld

35 ratings
Project Rimfactory - Training System (1.4)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4
File Size
Posted
2.758 MB
24 Oct, 2022 @ 4:40pm
1 Change Note ( view )

Subscribe to download
Project Rimfactory - Training System (1.4)

Description
You're trying to build an industrial hub, a beacon of civilization on the Rim, and what do you get for colonists?

That's right, people who barely know how to tie their shoes. (Assuming they even *have* shoes...)

Now you have a solution to this problem - an all-in-one training system designed to take those barely-verbal primitives all the way to planet-reknowned masters.*



*Results not guaranteed. Please note before filing for a rebate that our complaint department is staffed by reprogrammed mechs.
19 Comments
𝘼𝙮𝙖𝙨 29 Dec, 2024 @ 4:37am 
1.5? please, its my favourite training mod by far :(
Dax 28 Dec, 2024 @ 12:39am 
Is it possible to add a function where incapable pawns wont do a certain bill? My non-violent pawn is forever doing shooting bills.
Workaround is to set minimum use level to 1 but still not ideal
Dax 28 Dec, 2024 @ 12:38am 
Works for 1.5
Alext_10 7 Nov, 2024 @ 1:58pm 
Hello, i have a complaint! I was sending a colonist for knowledge on how to take a poo IN A TOILET NOT THE FLOOR IDIOT and they left with dementia. Is there any way i can avoid this scenario again as even though i would prefer them having dementia than floor shit, Its still pretty debilitating.
Mask of Humble 12 Oct, 2024 @ 3:13pm 
I'm using this mod in 1.5 so far I've had no errors pop because when using it in my colony
VelxraTV 20 Jul, 2024 @ 7:06am 
Please update for 1.5
frickheckcrud 10 May, 2024 @ 8:19pm 
1.5?
CTH2004 13 Nov, 2023 @ 9:47am 
out of curiosity, does this work with "life lessons"?

Thanks!
Dark-Ra 21 Sep, 2023 @ 5:30am 
There might be a conflict with the Training Console mod and this mod. In my tinkering I found that removing the requireCapableColonist flag in WorkTypes.xml fixes it for me.
#6 27 Apr, 2023 @ 6:43pm 
I'm also seeing the issue where pawns can't be assigned to the job type because of some health condition, even on fully healthy pawns. I imagine if you removed the required capacity on the jobs it would probably work fine.