RimWorld

RimWorld

255 ratings
Training Console
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
115.661 KB
23 Oct, 2018 @ 8:34am
13 Jun @ 1:06am
8 Change Notes ( view )

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Training Console

Description
Now it work in 1.2, 1.3 & 1.4

Now your colonists will be able to quickly develop their skills using a special device.

This is an update on https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206088045 created by Broken Valkyrie.

The original is at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=799371823 created by Captain Juicy

Attention!

The difference between my version mod is that it works according to the old method, with a new column in the works tab, and in the Broken Valkyrie mod there is a new method, there is no new column in the works tab.

What is the difference?

In my version of the mod, if you do not want any pawn to use the console, you simply exclude it from the list of students.

In Broken Valkyrie version of the mod this option does not exist; in theory, the pawn learns only if it does not have other higher priority cases. But if I understood correctly, now there is a problem that when a pawn has exhausted its daily learning threshold, then it may not cease to learn. What in my opinion is a significant drawback.

Savegame compatible.

If you want to add a translation into another language, please contact me.

Translation:
Russian (based by kr33man)

Popular Discussions View All (1)
0
13 Aug, 2020 @ 2:31am
German translation
TeiXeR
61 Comments
Pasaway 27 Jul, 2024 @ 10:36am 
Resources to build:

1 AI PersonaCore
180 Steel
5 Components
WexMan  [author] 20 Jun, 2024 @ 9:13am 
@少女贩卖机
If someone can help with the translation, I will add it gladly
少女贩卖机 20 Jun, 2024 @ 6:51am 
We need chinese!!!
我们需要中文!!!
Playzr 🐵 13 Nov, 2022 @ 5:35am 
The new update will allow an ideology precept where child labour is seen as good or bad so they get a learning boost but have a mood hit if they are assigned to work, or work faster but have a mood hit if they are assigned recreation time. As the training console counts as a type of work, even if we have them train exclusively this would be seen as work and there'd be a mood hit. I haven't tested this but it's a concern I have. The irony is they would actually learn drastically less than if they used the training console. I was wondering if you could look into this and maybe make the training job not count as work for children.
nephilimnexus 29 Jul, 2022 @ 2:47am 
Train: Melee Duration: Do Forever Allowed Skill: 0-19
Train: Shooting Duration: Do Forever Allowed Skill: 0-19
etc
Repeat for every skill and pawns will train to level 20 and then move to the next skill in line
No further player input required :)
Scorpio 24 Jul, 2022 @ 1:52pm 
Conflicts with the mod simple learning
FurtherV 13 Jun, 2022 @ 1:10am 
@Kyzer From what I have seen in the files, it trains roughly 0.7 to 0.8 (depending on skill type) of xp per game tick. The game has 60 ticks per second so up to 48 xp per second. So one hour of traning would result in 172800 xp. But since there is a cap of 4000 xp per day after which a 20% multiplicator is added, this would amount to: 4000 + 168800 * 20% = ~38000 xp for 1 hour of training.
Kyzer 29 Apr, 2022 @ 4:24am 
Please add information on what this thing needs for resources to build and how fast it trains.
WexMan  [author] 13 Dec, 2021 @ 11:13pm 
@cy-one
It is possible that, as you said, some mods are in conflict. Try experimenting with the mod loading order.
cy-one 19 Nov, 2021 @ 11:46pm 
Are there known incompatibilities?
Cause my pawns rather be idle than to their Prio-1 training...
Additionally, I can only choose "Any Worker" or "Any Slave", but not a specific pawn.