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You need dev mode enabled, god mode enabled, then open the proficiency panel to add or remove proficiencies.
Pawn editor should work as well. Install the integration mod to add an additional icon to the editor menu for LL
I am using 'pawn editor' mod now, but I don't know how to do it.
Research and proficiency are unrelated concepts.
Pioneering is generally limited to "theoretical" knowledge. Math vs Machining, for example.
If you have the prereqs for all of the proficiencies used in the AC unit, you should be able to build it and learn pressurized systems from that.
For example, I really want to learn pressurized systems so I can make air conditioning. But even though the pawn has the prerequisite knowledges, its not a pioneering option. So I simply can't learn to build coolers.
The project is closed source
I do not patch magic mods. Life Lessons would need an entirely different set of systems for it to make sense. I'm happy to work with anyone making a submod if they need additional API tie ins or other features added to the base mod to accommodate such a project.
the undead would have some of the knowledge the creator (necromancer etc..) has. is it really hard to code that?
If you are being hard locked with the addition of LL, you are almost certainly still trying to play as if you were playing vanilla. Proficiency may be a bit of a misnomer, but it's too late to change it now. Think of it as familiarity and mastery of a process or piece of knowledge - not necessarily the ability to do it well. I personally am quite "proficient" at knitting, but I am not at all skilled.
Nevermind, the absence is due to Research Reinvented: Stepping Stones. So yeah, zero recipes and actions are currently gated by any proficiencies for some reason, even if only Harmony and LifeLesson is loaded.
You learn according to the game tick. If something were to mess with the tick count somehow, the calculation would be messed up.
So basically I'm just screwed or what? how does a colonist learn the electronics proficiency if nobody already has it?
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the required proficiencies are required to be proficient. You can practice carpentry by building doors, as long as you already know the basics - measuring (via simple math) and carving wood.
that is, if your pawn mastered the prerequisites, they can perform any recipe that requires the next proficiency, but with a penalty - usually workspeed and quality. When constructing, the penalty often includes an increased chance of failing the build and wasting resources.
@VolatileGlitchAviator
The answer to yours is the same as above. You only need prereqs to build the door.
I think I made a backlog item to change the wording to "uses" instead of "requires"