RimWorld

RimWorld

Enhanced Vat Learning
BananaBread 4 Jun, 2024 @ 11:07am
How this mod works (I think) + Feedback
So i've done some testing because i found it hard to determine just how strong of a mod this would be, it turns out, i'd say its VERY well balanced, that is under very specific conditions.

The conditions we're working with
infinite food supply thru VNPE (vanilla nutrient paste expanded)
constant power (no solar flares or such things)
6 growth pods
1 Vr Simulator
1 Cognition development engine
1 Neuro Stimulator

Age 7-10
your grown pawn will develop 2 passions out of a selection of 4, and 1 trait out of a selection of 4
Now you can argue "but so much resource investment, and power, and perfect conditions blablabla" but this is not supposed to replace a child being nurtured naturally by other colonists etc. etc. it does leave a bit to be desired, but you're skipping alot of time investment thru growth vat usage which is it's primary benefit to begin with.
this is supposed to provide a VIABLE alternative via the growth pods actually being used for more than,
-Gestation
-age 0-3
-age 13-18

because i dont know about you, but i dont put my pawns in growthpods outside of those 3 use cases because if i do, i'll end up with a pawn i'd probably rather not have by the time they are an adult.

My Criticism (points to improve on that i think this mod could really use)
-Advertise it as a supporting method for growing children, not a replacement/spacer/ultra tech
im not saying you mis-represented the mod, but i misinterpreted it nevertheless.

-some of the info you provide on the mod page could REALLY benefit from being displayed ingame. the passion and trait tokens can be a hediff in the health tab to display how many a pawn has got for their next growth moment. AND building stats, as in, the VR Simulator can display "Boosting vat learning by X%" (Pawn * 15% upto 105%), some visual feedback that somekind of bonus IS being delivered.

-And lastly the info that should be clarified in-game; the amount of growth vats impacting the efficacy of the enhancing buildings. e.g. the Cognitive Dev Engine works optimally at 3+ (why does the discription above specify 3-4?) OCCUPIED (important) growth vats, and the VR simulator works optimally at 6+ OCCUPIED (still important) growth vats.

I hope that my feedback for both this mods users, as well as its developper is useful.

An addendum.
The Mod developper clarified that vat learning% = experience per cycle, not speed of a cycle.
Last edited by BananaBread; 4 Jun, 2024 @ 11:14pm
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SmArtKar  [developer] 4 Jun, 2024 @ 10:24pm 
The mod isn't misadvertised, it pretty clearly explains that its not an alternative but a way to enhance vat learning. Learning cycles aren't sped up, they just grant more exp - which IS written in the mod description. Please pay attention to mod pages.
BananaBread 4 Jun, 2024 @ 10:45pm 
"im not saying you mis-represented the mod, but i misinterpreted it nevertheless." but my findings are within the norm then? (and i didnt post this in anger, just analytical, because i found it's working not as obvious, the mod came as part of a collection, so i only came to the modpage after not completely understanding the mechanics ingame)
Last edited by BananaBread; 4 Jun, 2024 @ 10:53pm
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