RimWorld

RimWorld

Life Lessons
835 Comments
小邪神飞踢! 16 hours ago 
I love this mod. In my eyes, it's as essential a core mod as CE. Looking forward to 1.6:steamthumbsup:
Gedsparrow 17 hours ago 
mod looks interesting, but is there a mod option to add proficiency requirements to things on the fly? got too mods that add a bunch of stuff so it'd be weird if those stuff are freely buildable while others need proficiencies
staticriou 20 hours ago 
I waiting play on 1.6 until this mod release
I agree with 冬青 love this mod
冬青 10 Jul @ 10:13am 
1.6 please:steamthumbsup:
Wumpi  [author] 7 Jul @ 2:32pm 
@Acorn_Tree
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
Acorn_Tree 6 Jul @ 4:03am 
Is it possible to edit my colonist proficiency in the middle of game?
I am using 'pawn editor' mod now, but I don't know how to do it.
gapowicz 5 Jul @ 3:47am 
tbh this mod would be even greater if there was a clear way to see which proficiencies does pawn have on their skills tab or something
flyfire2002 24 Jun @ 6:46pm 
I reported issue with "every node no longer lists anything that requires it" before, too. I also run Linux, so that could be the thing.
EnderMelody 24 Jun @ 5:33pm 
continuing with the problem i was having, i loaded up this mod on a different computer and it worked fine. the only noteable differences between the 2 pcs is one is amd/amd and the other is intel/nvidia which i doubt is causing the problem. the only other difference is one is linux and the other is windows, so it seems like this mod might not work on the linux version for some reason. i dont have more pcs to test this but ill make a bug report on the github.
VolatileGlitchAviator 22 Jun @ 3:36am 
How does one request a patch? im not sure where, I was wondering if it would be possible to do one for rebuild corners mod got everything else basicly except that one from helix XD.
R27 19 Jun @ 6:59pm 
This is the best mod that solves one of the 2 biggest problems with Rimworld. Solves the "a pawn with 0 intelligence can make a reactor from metal and some screws." (The other problem is the ai sending un-ending waves of pawns with unlimited materials for no reason.)
EnderMelody 14 Jun @ 5:56am 
i loaded up just this mod today to test some things and now everything no longer requires any knowledge to do. i checked the knowledge tree and every node no longer lists anything that requires it. ive tried redownloading (the folder was completely deleted) and they are still empty. im guessing the recent harmony patch broke something for this mod
Blacksoul 12 Jun @ 3:27pm 
If it were a paid job, i'd say... to keep more work coming in? haha
Wumpi  [author] 12 Jun @ 2:15pm 
I don't really get why so many authors are fascinated with changing def names
Blacksoul 11 Jun @ 9:14am 
Hey, I was looking at the code. You seem to be setting some defaults for VFEM (vanilla expanded medieval) items, but due to the latest update, they changed the name def to VFEM2 (ie VFEM_Wine became VFEM2_Wine, same for VFEM_CobblestoneWall). It should be a fairly simple replace call to fix it.
Wumpi  [author] 10 Jun @ 4:11pm 
@EnderMelody
Research and proficiency are unrelated concepts.
EnderMelody 7 Jun @ 4:47am 
could we get support for the mod "research papers" to allow the papers to be used for studying? they also allow joy reading so it would be good if it could increase the relevant skill (maybe with a cap on how much they can gain in a subject from it for balance) in the subject.
Wumpi  [author] 4 Jun @ 11:44am 
@brightsideguy
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.
brightsideguy 1 Jun @ 8:12pm 
Is there a way to direct what kind of pioneering options a pawn can choose from?

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.
hlo120435 29 May @ 6:54pm 
it would be cool to see an addon where you can build universities and pawns from other colonists pay tuition to attend classes in your school
Wumpi  [author] 19 May @ 4:17pm 
@0。0
The project is closed source
Wumpi  [author] 19 May @ 4:16pm 
@Molinist
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.
0。0 18 May @ 4:26am 
Hi, I noticed a bug and would like to help fix it, but I couldn’t find the source code. Is it available somewhere (like GitHub)?
Molinist 14 May @ 12:41pm 
just saw the integration docs and saw that u r not integrating undead...sadge.
the undead would have some of the knowledge the creator (necromancer etc..) has. is it really hard to code that?
Wumpi  [author] 11 May @ 7:10pm 
You're still comparing proficiency to skill. Look at it this way: You can be a world class tribal archer, but that doesn't mean you're going to shoot a rifle any better. We intentionally avoid interacting with skill because "skill" is at an entirely different level of abstraction to "proficiency." The same skill used to craft an advance plasma rifle is used to knit a baby hat.

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.
Jack of All Worlds 10 May @ 5:44am 
@Wumpi - I know it has nothing to do with skills, and that is what breaks the immersion for me. If you don't have proficiency, you can't build the skills, so it makes no sense that someone who has the skills does not have any proficiency.
flyfire2002 5 May @ 5:27pm 
> FWIW, if proficiency like Bionic Assembly is supposed to gate installing bionic/archotech parts, it seems to be working because I can't find a bill to install an archotech leg on my pawns.

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.
Wumpi  [author] 4 May @ 4:53pm 
this mod has nothing to do with skills.
Jack of All Worlds 3 May @ 6:21am 
I love the idea of this mod and I've started with it a few times, but there seems to be a barrier for me in the proficiency system. Last play I used it I had a colonist with 13 construction, 2 flames, but still couldn't build a simple wooden wall because he (and everyone else) lacked the proficiencies to do it or to teach the skills. In real life, someone with construction skills can figure out how to throw together a quick wall out of wood. Could be a mod conflict issue, too, as I'm running a modest 102 other mods with this.
Proxy 29 Apr @ 4:54pm 
Will cooking be included?
flyfire2002 27 Apr @ 11:04pm 
FWIW, if proficiency like Bionic Assembly is supposed to gate installing bionic/archotech parts, it seems to be working because I can't find a bill to install an archotech leg on my pawns.
flyfire2002 27 Apr @ 10:56pm 
I can reproduce the issue with just the Harmony and LifeLesson, both of which are subscribed through Steam, and a new Dev Quicktest save. Log is here, nothing from the LifeLesson other than it is loaded: https://pastebin.com/vykR6L1D .
flyfire2002 26 Apr @ 11:45pm 
I'm not sure if this mod is taking any effect. None of the proficiencies under Learning has any item/recipe listed, and it seems like the game doesn't care if the pawn actually has any reasonable proficiency (for example, makes CE grenade without any proficiency from the Principles of Metalworking tree, which includes Blacksmiting, Primitive Gunmaking, and Machining. I couldn't find any switch option in the game, so I don't think this is a case of "Oops I turned it off accidentally". Any suggestion for further debugging?
慕柯 20 Apr @ 10:58am 
I'm making some patches for this mod, but most of my mods are from the Middle Ages. So my technological level is limited to the Middle Ages. What I want to know is what knowledge I can achieve in the Middle Ages. Where can I see this part of the setting?
载入中... 2 Apr @ 5:17am 
Textbooks cannot be stored in bookcase?
High Summoner 1 Apr @ 6:02pm 
I really love the concept of this mod. However, something about it just doesn't scale or integrate all that well. It's like the people in my colony are just thee most proficient people in the entire world, but they still don't know Electronics either lol. I'm not sure if I ever organically got over that barrier. Then you can't find anyone who knows it or even some of the most basic things. I had fun playing with this for several runs though.
Wumpi  [author] 31 Mar @ 3:09pm 
@Shouta
You learn according to the game tick. If something were to mess with the tick count somehow, the calculation would be messed up.
Shouta 31 Mar @ 7:37am 
Is it just me, or do we earn exp on prerequisites at the same speed whatever you're x1 x2 or x3 game speed ? Like, within 10 seconds irl you'd earn as much exp on x3 than x1. I tried to see and it felt a bit like it...
The Bard of Hearts 27 Mar @ 4:33pm 
This mod really needs a full guide or something. It took forever to figure out how to actually create a class to teach things. Starting as basic start, nobody knows electronics and there appears to be no way to actually learn it in any way. I've created the tinkering station but there are no bills for it and no way to tell someone to go there. I've set up one of my colonists to "pioneer" electronics but they aren't gaining experience at all. I can't continue researching anything because it requires electronics.

So basically I'm just screwed or what? how does a colonist learn the electronics proficiency if nobody already has it?
fyodord 25 Mar @ 11:23pm 
If not all DLC is installed, there'll be some errors of "Could not resolve cross-reference to Verse.ThingDef named ..." referring to DLC items
fyodord 17 Mar @ 1:14am 
Shouldn't traps need/contribute to certain skills? I feel iffy when my pawns just build wood/stone/steel spike traps without it needing or raising exp of carpentry/stone working/metal working. Seems like something that'd happend to other mods' goods but this is totally vanilla.
Rainbow Dash 16 Mar @ 3:26am 
Is it possible to prioritize pioneering somehow? I set a pawn to pioneer microbiology, bought a textbook, but there was 0 progress in 30 days. I feel really lost because my world level is medieval, and I cant get a teacher, only research on my own...
Dealer Mangan 6 Mar @ 11:01pm 
@Wumpi :steamfacepalm:
Wumpi  [author] 6 Mar @ 12:30pm 
@Vivus Blydyr
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Dealer Mangan 2 Mar @ 11:39pm 
Pawns should be able to read textbooks like normal books without setting up learning schedules.
VolatileGlitchAviator 25 Feb @ 5:48pm 
like it was greyed out on 9 pawns none of them were prof in the ability to build the door XD
VolatileGlitchAviator 25 Feb @ 5:47pm 
yeh I figured it out I can build log fence gate as a door temporaly before I can build a rustic door from MO cause none of my pawns had none of the profiencienes to build it.
Wumpi  [author] 25 Feb @ 5:09pm 
@sworx
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"
VolatileGlitchAviator 24 Feb @ 10:29am 
Hey Wumpi, is the MO Patch still out of date? I can't even build a door without carpentry XD.