边缘世界 RimWorld

边缘世界 RimWorld

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[FSF] Simple Education
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Mod, 1.5, 1.6
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330.696 KB
2024 年 4 月 29 日 下午 6:24
6 月 27 日 上午 1:17
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[FSF] Simple Education

在 FrozenSnowFox 的 1 个合集中
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 件物品
描述
Description

Simple Education provides you with a simple and easy way to educate your people in any skill. To have someone study you need to assign them to the Study Worktype. The Worktype is available to everyone and can be done by children as young as three years old. After assigning the Worktype place down a Study Spot and set a study bill. Like regular bills you can set the number of times to do it, and set a skill level range or assign it to a person.

Study Spots look like a simple non-intrusive small transparent circle. They can be placed anywhere even on top of workbenches allowing you to create a study area that fits your preferences. When the Vanilla Expanded Framework is loaded, you’ll be able to use the choose graphic option to change to a completely invisible texture to make your Study Spots invisible, so they better blend in with the room.

Study bills have a work amount equivalent to one in game hour and with a single passion they award 250XP. This amount is the same XP per hour as a normal quality book however you can increase or decrease this amount by adjusting the Study Experience Multiplier in the mod settings.

The total amount of XP a person gains from a single bill however is based on their passions, so it could be less or more. The speed at which they complete a study bill is based on the Studying Speed Stat. This stat is based on Global Learning Speed and Consciousness. So, a genius will study much faster than a regular person. Likewise, someone with a low consciousness for whatever reason will study much slower.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Compatibility

Vanilla

A small amount of people have issues with new Worktypes being added to their game midsave. If its an issue it should be immediately obvious as in those instances it tends to do things like break your UI or pawn logic. In that case you'll have to wait for your next game.

Biotech Mechanoids

Due to adding a new Worktype, when adding this mod to an existing save it might cause mechanoids to forget all mod added worktypes such as those from Complex Jobs. If that happens you can do the following to reset them. Turn on dev mode, enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
63 条留言
Andy Mil 11 月 16 日 下午 9:20 
Yea and sad that not possible
FrozenSnowFox  [作者] 11 月 16 日 下午 9:13 
@Anny
You mean learn every skill at once by doing a single bill? I don't think that's possible with how I've made the mod and even if it was I don't think it'd be something I'd add. At best you could set up bills to do X times so they rotate through them.
Andy Mil 11 月 16 日 下午 9:08 
Is it possible to teach in every skill this pawn have? like this pawn good in everything so in one lesson he teach everything etc. instead of one skill set
Zrg 10 月 29 日 下午 2:47 
Yeah, you're right! I can just send a pawn to plant something somewhere and have better results I guess.

Sorry I'm overthinking it. I am doing random pawns and random everything runs and I'm trying to set some rules on their training.

Thanks for the support and for creating a great mod.
FrozenSnowFox  [作者] 10 月 21 日 下午 3:44 
@Zrg
You say that but that's exactly how the vanilla game works regardling the plant skill. Nevertheless I should be able to add an option to customise each skills xp gain without too much trouble. I'll note it down.
Zrg 10 月 21 日 上午 11:21 
Is it possible to change the <workSkillLearnFactor> for each individual job?

I’m trying to set up some restrictions for training jobs — for example, allowing melee training only if two or more pawns are training together at the same time. I can achieve this with another great mod that complements this one nicely, called “Custom Schedules (Continued)”.

In this context, I’d like to adjust the <workSkillLearnFactor> for plant training and reduce it a bit. My reasoning is that a pawn shouldn’t be able to improve their Plants skill just by performing an action immediately; they should have to wait for the plants to grow, or for some time to pass, before actually learning something from it.
Shaw_de_pig 10 月 15 日 下午 6:55 
Sorry, To me, coding and modding is complete magic, and I'd consider you a warlock. Sorry for being a dum-dum pea-brain :(
FrozenSnowFox  [作者] 10 月 15 日 下午 6:48 
@Shaw_de_pig
There's no reason they'd conflict as they use completely different systems.
Shaw_de_pig 10 月 15 日 下午 6:45 
should this work with the "Select Lesson" mod?
Dj0z 8 月 22 日 上午 8:14 
Wow this is super useful, however that thing is so tiny and transparent it's basically invisible even with the "circle" graphic selected, on naked smoothed floor. Lucky for me I don't need glasses. I thought my mouse was bugged when i tried placing it, then i almost couldn't find it again. Could it have a "couple sheets of paper" visual, or a circle the size of the caravan spot among the options, maybe even by default?