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Rapporter et oversættelsesproblem






if I change learning Multipler to 2
is it 2x of default vanilla 0.35 value = 0.70x learn
or is it set to flat 2x learn
Thanks! I'm glad you like it.
Good luck with the translations! :)
In vanilla you can often end up with just a pick of "Depressive, Teetotaller, Pyromaniac, Chemical Fascination" even with max-tier growth, which is quite hard to pull off itself.
A kid with 3 shooting and double-passion is still easily outperformed by a random no-passion baseliner with 11 skill and Tough, especially if you throw a +8 skill on the baseliner.
Meanwhile kids easily get eaten by the wildlife, or have a mechanoid base spawn on them when they are skygazing.
Also pregnant pawns are terrible, and mothers can die in childbirth if you're unlucky.
They aren't _bad_ in vanilla, but they are a huge risk for relatively little reward compared to focusing your colonists time on stuff like Research/Crafting, Biotech, Mechanoids, Anomaly content, etc.
Imo. of course.
On the other hand, yes children take more effort but you're going to get someone who not only is guaranteed to get along with at least 2 of your pawns, they're going to have more passions than a random pawn and they're going to have curated traits and passions, even if you aren't picking the best option each time.
Now, this would heavily be influenced by mods I have to increase trait slots and add new traits, because I think the majority of them are negative, but I think the point still stands.
You can see compatible versions on the side-bar (1.4, 1.5, 1.6 in this case)
It touches growth/learning and nothing else.
@Egalexandr
The problem is that some of those genes (ones written by me for Vanilla Expanded and Big & Small included) do modify growth point accumulation which will result in more growth than intended.
Growth does adapt to the aging setting of your game. If you want aging genes there ones ones available which do so in either "Vanilla Races Expanded - Pigskins" or "Big and Small Genes". :)
default_learning_growth*aging_speed/default_kid_aging_speed*this_mod_learning_multiplier=growth_from_learning
Yes
I think most of the vanilla non-backer child backstories usually give something like 2-8 points. Quite often they come bundled with penalties or "Incapable of X"
If your goal is to have the kids simply develop more skills you can do so by increasing the child-skill-learning multiplier.
If you max out their growth/learning stat they should have 9 passions to distribute wherever it seems useful.
Modifying/buffing the growth moments themselves would be a bit out of scope for this mod in particular though.
Fixed. Though I think anything-children requires Biotech. Unless the old children-mods from pre 1.4 are still around, I guess. :)
@Arky
Yeah, I could have made that a bit clearer. I might come back to clean it up later.
Yes
The reason this mod allows you to edit it is because the game balance becomes a bit wonky when time is sped up. If your child gets into the hospital and misses a critical learning day then the faster you have sped up growth the more severe the penalty is. That's why this mod has a bonus growth multiplier to it so that you have a bigger buffer.
it is possible to maybe change the starting learning factor to 100%.
the first growing moment is the only one i have trouble with even at 100x aging and that should be the simple reason.
I really dislike how all the growth benefits are stacked at the end of the tier system. A slightly more smoother rewards system that isn't so harsh on the starting tiers is in my opinion much appreciated as well as perhaps allowing a pawn to get >3 passions per growth moment if perfectly raised.
Though if I understand correctly does the growth from learning multiply the growth score? So if I set it to 2 that would mean that a kid with an average learning score of 50% would effectively get the full growth score as if he was on 100%? Seems neat if so.
Thanks. I've fixed the issue now. :)
I don't think I touch on the daily cap. Right now I'm a bit busy with other stuff, but I'll make a note to add an option for that when I get back to Rimworld modding. :)
Yeah, that should work.
Increasing the Growth multiplier will make it easier for them to have "perfect" days, which should make it easier to hit the Growth Tier Levels.
Set the No-Passion & Passion multipliers to 1 (normal speed) and "Growth" to 1.5 or however much faster you'd like growth to increase.
It was awhile since I looked at the code for growth (and this mod), but if there was a daily cap it might just be that they reach it faster. I honestly don't recall the mechanics. It could of course also not be working for whatever reason. Vanilla changes, mod conflicts, or whatever. :)
It doesn't show in the UI since it just injects the multiplier whenever growth would increase.
It is the same deal with the skills, where (by the default settings) the no-passion skills for children grow at a rate of x1.0, but the UI still shows x0.35.
Options -> Mod Options -> Better Children Learning
The 6x-speed thing was more of a guess from my side, it might just be that the children in my colonies just tend to be bad at actually keeping their growth quite high enough to hit the top levels despite me giving them little in the way of chores.
It should be in the mod settings under "options". If not I'll have to have a look tomorrow to make sure it actually got uploaded properly.
@Catch Lightning
It just overrides the function that gives the xp. I didn't actually modify what the UI shows.