RimWorld

RimWorld

[JPT] Human Resources
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Update: 5 Jul @ 1:00pm

Update on 7/5/2025 5:00:21 PM.
Version 1.5

- Small improvements to stability and performance.
- Reworked system for feedback messages at the weapon training facilities, for when a task can't be executed.
- Added restriction to training with bio-coded weapons.

Update: 30 Jun @ 11:51am

Update on 6/30/2025 3:50:54 PM.
Version 1.4.1

- Fixed an issue where pawns would not start a Document Tech task right after finishing researching it.

Update: 27 Jun @ 12:57pm

Update on 6/27/2025 4:57:10 PM.
Version 1.4

- Following changes on Mlie's Research Tree, the integration was restored and slightly improved, saving on system resources.
- Adjusted amount of progress pawns gain by reading schematics, bringing it up in line with studying books on the desk.

Update: 5 Apr @ 8:54am

Update on 4/5/2025 12:53:37 PM.
Version 1.3

Improvements:
- Updated for RimWorld 1.5 and 1.4. (With the help of SaberVS on GitHub. Thank you!)
- Added support for Anomaly: when studying for Anomaly techs, pawns will acquire expertise for themselves instead of the whole colony, just like with studying normal techs from books. Once they acquire a new tech, the pawns must still document it and store the new book in a bookshelf for it to be properly "discovered". In order to allow the assignment of pawns to the different Anomaly techs, the UI on the vanilla Research Tree screen was adapted to accommodate the mod's mechanics.
- Added support for vanilla "Schematic" books: when reading them, pawns will acquire expertise on the subjects instead of the the whole colony.(*)
- Added support for current versions of Research Tree: Mlie's (recommended) and TonTon's ResearchPal - Continued
- Updated compatibility with all the other supported mods.

Fixes:
- Fixed mistake on tech selection for the player's pawns, where faction tech would be ignored.

Changes:
- Removed the Tech Level filter from the recipes at the Study Desk. It was clashing with RW1.5 code and it was never really a useful feature.

*NOTE: Vanilla books and bookshelves are not integrated. Notice ours were created long before those features were introduced by Ludeon (just look at the date of our first version!). As such, the mechanics for our Tech books and bookshelves operate in parallel with the vanilla ones, so you can't store vanilla books in our bookshelves and vice-versa. Fusing those two mechanics would require significant changes to the code and a re-evaluation of all involved assets. We're sorry for the dissonance this might cause, but game-wise it's also not that big of a deal. If you feel we should pour more hours into coding that, please consider making a donation on Patreon[www.patreon.com] or Ko-Fi[ko-fi.com]. Thank you!

Update: 23 Jun, 2022 @ 7:50am

Update on 6/23/2022 11:50:11 AM.
Version 1.2.1

- Fixed issue where the startup process would not complete with certain mod combinations, including having Roads of the Rim active and NOT Vanilla Furniture Expanded - Art, which would make HR unusable. (reported by BubbleShy and ShauaPuta)
- Revised UI for the pawn icons on the Research Tree. Now it self-adjusts when there's too many pawns & highlighting techs reflects knowledgeable pawns.

Update: 15 Jun, 2022 @ 5:38pm

[Auto-generated text]: Update on 6/15/2022 9:38:10 PM.
Version 1.2

Changes and Improvements
- Extended knowledge-related task restrictions to slaves as well. They now are subjected to the same rules as regular colonists.
- Changed technology costs on the main Research Tree so they don't take the player faction's starting tech level into account. This isn't a factor with this mod anyway, so this change prevents the player from being misled.
- Supressed misleading tooltips from ResearchPal - Forked related to the same matter, as well as those related to the queue, which isn't present (except when using VFE Mechanoids).
- Reworked the way technology costs are displayed on the pawn's Tech tab. It will now reflect their personal tech level, instead of the faction's, and will get updated as the pawn learns a new technology (by researching or studying it). Also, implemented a tooltip detailing these calculations. When the pawn already mastered the tech, the cost will be replaced by a status indicator, showing if that knowledge has already been archived into the colony's library or not.
- Also on the pawn's Tech tab, we implemented a personal tech level indicator.
- Added support for Semi-Random Research. When active, research assignments are selected on their tab instead of the main Research Tree. (Comissioned by Brendan Thompson)
- Added support for Fluffy Breakdowns. Repair tasks will require appropriate knowledge.
- Added support for Vanilla Furniture Expanded - Art. The techs added by that mod were associated with the artistic skill, to be awarded to artsy pawns during knowledge-generation.
- Removed integration with Children, school and learning. Having the Study worktype deferred to the one with the same name on that mod could cause the saved work priorities to be lost on reload. In order to differentiate between two "Study" worktypes on the work tab, ours will be called Study(HR) when CSL is active.

Fixes
- Fixed issue with Rimatomics, where it would be impossible to operate consoles. (reported by Vladorio)
- Fixed issue with Pick Up and Haul, where the pawns would attempt to unload something other than a book at a bookshelf, causing an error. (reported by RdLeaf)
- Added provisions for weapons that aren't classified as either melee or ranged, so they never require training. Previously, weapons in that situation, such as the ones added by Forsakens, wouldn't show at any of the recipes at the target stand or training dummy, making them untrainable. (reported by ShauaPuta)

Update: 6 Mar, 2022 @ 3:55pm

Update on 3/6/2022 8:55:35 PM.
Version 1.1

Improvements:
- Implemented Tech-enabled common weapons. Now there is a middle-ground between training-required weapons and those simply known by anyone. These "easy" weapons will become available to your colonists as soon as their corresponding technology is added to your library, no training required.
- The book list on the catalog window for the book shelves is now sorted by tech level and alphabetical order.
- Updated Russian translation (by Reiquard)

Changes:
- Changed rules for displaying weapons on the proficiency list at the Tech tab. Artillery and common weapons (such as bottles) will now only show up when filtered for. Turret guns were excluded, since they can't really be equipped.
- Colonists no longer start knowing how to wield simple weapons that didn't require training from inferior tech levels.
- All Artillery and mounted weapons now require their corresponding tech to have been discovered (i.e. added to the library) before they can be used.

Fixes:
- Fixed bug with the latest update of Pick Up and Haul, which prevented books to be hauled to the bookshelves.
- Prevented error when accessing a def without a label.



Update: 6 Sep, 2021 @ 10:05am

Update on 9/6/2021 2:05:06 PM.
Version 1.0.3

- Restored compatibility to Roads of the Rim (Continued) (reported by Arcanant)
- Fixed HugsLib error on load for the 1.2 version. (reported by Krelinos)

Update: 4 Sep, 2021 @ 11:10am

Update on 9/4/2021 3:10:30 PM.
Version 1.0 (at last!!!)

- Mod updated for RimWorld 1.3.
- Fixed weird text on some tooltips when playing in dev mode (thanks to Mehni).
- Old update news condensed into a new welcome message for new players.
- Cleaned up mod files to the essential only, reducing disk footprint.

Update: 22 May, 2021 @ 6:08am

Update on 5/22/2021 10:07:54 AM.
Version 0.39

- Added support for Vanilla Factions Expanded - Mechanoids. Now, the Supercomputer can be assigned research tasks just like the pawns. The option will be available once the supercomputer is built, and it will also require a functioning Network Server in order to output research.(commissioned by lnodiv! Many thanks!)
- Reworked integration with Children, school and learning to hide the duplicated Study work type even when Work Tab and Prison Labor are active.
- Removed instruction to assign the Mining skill to any technologies that unlock shells. Included the "explosive" keyword instead.
- Updated Chinese and Japanese translations. (Thanks to Miyuri)
- Updated French translation. (thanks to Qux)