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It looks like you had a lot of troubles related to other mods. There should be no freezes and no issues with pawns performing tasks automatically. Unfortunately, I'd need way more information to track those issues down. If you feel like it, check this other discussion to report them: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2119687603/2295094308095765898/
They exist in order to bring the technologies down to a game object, that can be bought, awarded and destroyed. A welcome side-effect is they add a second step to researching and make it a more involved process. Many other mods do this purposefully with other vanilla resource chains, like this one, and my intent follows the same philosophy: more steps = more fun.
You're right, it doesn't. But for that we have vanilla! I only wrote the mod so this would be a thing. :)
Note taken! I'll look into it, and maybe we'll simply mark it as incompatible.
Anyway, thanks for your thoughts. Don't worry, I'm pretty sure this mod is not for everyone.
Cheers!
I have some suggestions for you. Overall I love the concept. But there is some weird overlapping and quality of life things that I've encountered with two other big popular mods.
1) Children School and Learning - With this mod installed you have two study jobs in the work tab. Perhaps build compatibility into your mod so that they dont conflict?
2) Prepare Carefully - It would be very cool to be able to assign skill sets and training to pawns.
I like the concept a lot, the idea that pawns should know tech instead of it being an abstract colony-wide thing is great, but there are some UI and design issues to the whole thing that made me uninstall it for now. But first what I think makes this thing worthwhile :
It adds a whole new aspect to acquiring pawns, capturing someone who knows a critical tech is a serious boon and feels pretty awesome, I like the books as a way of trading tech and not being able to use weapons you aren't familiar with makes sense and adds a lot to the way I like to play, Tribals to Glittertech Glory style.
Now onto the painful bit :
The interface sucks. The bills interface is wholly unsuited to research selection, makes things seriously tedious especially on modded runs with a lot of interdependent tech, where you have to cross reference the tech tree with the bills all the time. Ideally the research and selection would happen the vanilla way, with tech ticking up the normal way but stopping once you would unlock it and requiring the writing step to be performed first.
It would probably be more compatible too to have research be more consistent with the way vanilla works, especially if it can happen with the vanilla workbench instead of replacing it, intercepting the completion bit then add the writing step but I don't have Rimworld modding experience, just general code.
The skills training selection also really would feel more at home in the pawn tab itself rather than in a bill, it would make it a lot less fiddly when you have a lot of pawns with each having different knowledge needs.
The weapons training needs a rework, having the pawns have to know the tech AND train with it feels wholly redundant, but you don't need to know how to make a rifle to know how to pull the trigger effectively, so the feature itself is worthwhile.
I would remove it and change it to a tutor model, where another pawn that knows how to use the weapon could train others on how to use it. That way acquiring someone with weapon knowledge is a goal onto itself even if they don't know how to make it.
My other issue with the way it currently works is that it's a bit of a compatibility nightmare it seems and seems like a lot of patching work to make work with things like CE, and the shooting/melee skill training feels like it belongs in another mod.
Another issue is that the books themselves SERIOUSLY inflate colony wealth, and with the added difficulty of the mod itself it can be pretty overwhelming raid-wise. It may be wise to add a warning to use something like Combat Readiness Check to fiddle with that.
All in all I love the concept but it's somewhat of a fiddly pain to manage right now, it could really use a streamlining pass on the UI level, even if I realise that it's unlikely to happen as it's probably a big structural change.
Last updated just removed the bills out of the equation. ;-)
Done!
Nor your pawns need to. All they need to learn a weapon is the weapon's tech filed on your book shelf. This is a must because we need SOME event to mark the fact that that conlony has acquired that technology.,
I don't intend to make anything compatible to CE. Like, ever. Too much of a hassle.
That's a very good suggestion! Added to my to-do list.