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It does! And it's calculated the same way, but considering the books online instead of the ones on connected shelves.
It might have been intensified by having started before the update, as drives cannot be produced, only awarded on quests or bought from traders, but I get what you're saying. They should be "storable" just like any other item, but I haven't tested specifically with Deep Storage, so I'll take a look. But, you know, like any other items in RimWorld you can always sell them or let them rot outdoors.
Sounds more lika a C&P problem than a HR problem. I mean, they also shouldn't be able to do other tasks, right?
Not sure if I follow... so, they should or shouldn't be able to build nuclear reactors? :)
The research/study/document is already linked to the pawn's tech level, and that, in turn, is determined by the most advanced tech they know. So have your child learn neolithic knowledge and he will have neolithic research speed, have him study orbital mechanics and you'll have a mini-scientist.
Nice to know the current settings are on the sweetspot! This kinda makes me want to avoid tinkering further with this... but I'll think about it. In the meantime, if you want to, you can always edit the ResearchSpeedFactor on the XML for the workstations. Reducing it for the Network Terminal will automatically make late game research harder.
Nice!! :-)
I'll keep an eye on it. I can only hope one of our later updates to the system really has solved it.
Yeah, there isn't. Rimatomics research is its own parallel system and I don't intend to mess with it.
Sorry ;)
Ah - I could have sworn that my servers didn't show any linkage to my desks. Good to know.
Hmm - I couldn't find any trader who would buy them whether caravan, trade ship, or settlements on the map. Also, I don't put things out to rot on principle because (a) it spoils my immersion and (b) wealth degradation techniques like that feel like gaming the game rather than playing it.
Indeed - they don't do any tasks with C&P. If I had to guess, I would imagine that in order to allow pawns who refuse to research to learn subjects so they aren't virtually useless, you've done something to allow them to study? If so, I'd presume that whatever you've done has also bypassed however C&P disables all skills for the 0-3 stage.
My point is that like a kid who is three or four today can use Alexa devices just by talking to them (other brands are available) whereas kids born 100 years ago wouldn't have the faintest clue about it - the tech level of your tribe should probably have a bearing upon how easily they pick things up in advanced technological societies. In current system in order to get a child to learn orbital mechanics it takes a kid born and raised in a glitterworld to understand it the same length of time as one the same age who was born and raised in a neolithic tribe that you captured this morning.
I guess what I was saying was that whilst the kids being able to study before they could talk was clearly not intended, the fact that they could do it brought home to me that in an ideal world they should have some kind of advantage.
I guess that's the thing though, for the style of game I was playing, whilst the research speed felt like the the sweet spot, the study speed didn't, because I was going for a more drawn out style game. However, what would have been right for the style of game I was playing would almost certainly not have been right for (say) a crashlanded and get off the planet as fast as possible scenario. It's the kind of thing you can hide in options behind a 'untick recommended settings' option, the same way in the base game you can toggle things like tame chance, friendly fire, instant kills, research speed, etc. whilst there are 5 base difficulties with preset settings.
It would allow those of us who have already played with your mod's recced settings to gain even more on subsequent playthroughs and tweak it to the style of game we want to play. Because of the speed of game I was playing, my pawns were able to study away in their down time (when it was -60 degrees out with a toxic fallout, whilst recovering from a mechanoid raid for example...) and they didn't end up all that specialised as a result apart from via their skills. Their intelligence went high enough that they were studying even absurdly high research value mod techs in one sitting.
Speaking of specialisation, this reminds me of something I meant to mention in my initial post. (My mind is like a sieve apparently.)
I don't think I once used the categorisations by tech level in the tech tab, but what I was crying out for time and time again was a categorisation by crafting/construction and a lesser extent cooking/growing techs. It would be a really nice option - particularly for those of us with large tech trees caused by having many mods - if any tech which granted a craftable recipe could be filed under a crafting categorisation and similarly with the other specialised roles. That way the player can assign their builders (say) to learn all the techs they'll need in order to fulfil their roles without having to pluck them out from amidst pointless techs that they'll never use. I'll confess there were times in my last game I just thought: "Screw it, just learn all of those techs to make sure I didn't miss one!"
Hmmm... Yeah, my bad. Selling drives is actually disabled, just like books.
Very eco-friendly! But that ♥♥♥♥ is as real as it gets, just google "technology landfill".
Most likely C&P disables only the vanilla work types.
I see.
I liked the idea of having some sort of hardcore mode with even harder research speeds. I'm also considering interfering with the acceleration for higher tech levels, maybe taking back some of the bonus they provide. Sadly, user-defined numbers aren't so easy to do with the settings style we're using....We'll see.
Not a bad idea!