边缘世界 RimWorld

边缘世界 RimWorld

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Life Lessons
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Mod, 1.5, 1.6
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12.169 MB
2023 年 1 月 19 日 下午 8:41
8 月 18 日 下午 3:29
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Life Lessons

描述
Have you ever questioned how that tribal you just recruited is suddenly able to build all of the advanced technological marvels that your colony has unlocked? Or how the 15 year old bunker child is able to help research advanced starship propulsion?

What does it do?
This mod will add the concept of "proficiencies" to the game. If the research system of Rimworld represents the collective knowledge of the colony, and the colonist Skill system represents the personal talent of a colonist, then Life Lesson's proficiencies represent the personal knowledge of the colonist.

A proficiency can be something you know, such as calculus. It can also be something you know how to do, such as building furniture. A proficiency is otherwise in no way tied to the vanilla concept of "skill." It makes no implications of talent or effectiveness - only ability or knowledge.

Proficiency Requirements
Many colony activities will now have proficiency requirements.
Bills,Recipes, and Construction
Most craftable items require specific proficiencies to be crafted.

Because most complex items require at least some foundational knowledge, your most experienced craftsmen are much more important. It may be difficult to train replacements, and some uncommon proficiencies may be worth considering an "outside hire" to obtain.

Construction often has significant overlap with crafting, but many machines and buildings will have unique requirements.

Research
A trained scientist is now your most important colonist. Most research projects now require various science proficiencies to complete. For example, you'll need a trained Geologist to research hydro thermal power. Once a colonist has all of the requisite proficiencies mastered, they will perform research as usual.
The lead researcher
While it's possible for one big brained colonist to master every proficiency and perform all of the colony's research solo, often you will find that a project requires a proficiency that someone besides your trained researcher has. In cases like this, you can assign a colonist that has the requisite proficiencies to the research work type and once they begin researching other researchers may now join the work effort. As long as at least one researcher has all of the required proficiencies, your whole science team can work on a project.

Teaching and Learning
Most "applied" proficiencies used for crafting and construction can be learned by using them, though an unqualified crafting or builder may experience penalties for doing so.

Proficiencies representing knowledge (such as mathematics) may require a teacher who already knows them. There is a new main tab Lessons along the bottom that opens a UI for designing and scheduling classes where your pawns can assemble to learn. Classrooms can teach many people at once, but in general learning in class is not as effective as learning by doing, so training a new ship builder for example may be a very time consuming process.
There are two core components of the Lessons UI:

Lesson Plans: A lesson plan is a collection of students, a teacher, and a collection of taught subjects. Many subjects can be taught simultaneously, so it's possible to setup a basic elementary lesson plan and forget about it. Teaching multiple proficiencies at once will reduce the overall speed of learning.
Class Schedule: A schedule specifies which lesson plans to teach, and when. For example, you can schedule multiple classes with different students on different days of the season. It's wise to schedule in blocks of 2-3 hours or greater, as it does take some time for your students to run to the classroom.

Once a schedule is made, it can be assigned to a teacher's station and your class will assemble during the next scheduled timeslot.
In the bottom left corner of the screen there is a ? button that will kick off a small tutorial to help introduce you to these concepts.

Lastly, the least effective method of learning is "pioneering." Attempt to uncover the secrets of some topic of knowledge on your own is possible, but very time consuming. Pioneering, however, is one mechanism to learn a proficiency that no one else in the colony can teach, and may be a more desirable alternative to kidnapping a teacher.



Questions and Answers
Q: Why would I use this?
A: This mod will purely make the game more difficult by adding barriers to progression. It is entirely possible a tribal colony may struggle significantly to break through the industrial research tree. This mod creates situations where you may have to make a hard decision to recruit or kidnap a pawn that you normally wouldn't just because they're a geologist.

Q: Is there mod compatibility?
A: Some. Mod support requires patches for each mod. As of right now, it is fully compatible with the Hardcore SK modpack, Combat Extended, Vanilla Expanded, and a handful of other popular mods. Additional support will be an ongoing process. Request mod support on git below.
View the full list here[docs.google.com]

Q: Why are there some unused proficiencies?
A: There are a number of proficiencies that don't have an immediate use in Vanilla. The most obvious are EVA training, Flight, and Advanced Flight. In the future, these will be used to "lock out" the use of features from other mods, such as the ability to fly an aircraft or use a spacesuit in zero G environments.

Disclaimers
Add to an existing save: It is safe to do so, but your existing colony may have buildings and items that would not have otherwise been possible to achieve if the mod was installed from the start. It is not recommended.
Remove from an existing save: Seems to be safe. Some errors will appear on first reload.
Game Length: This mod was designed under the assumption that a "short game" is more than 10 years. Most balance decisions are made with the intent of prolonging the game and slowing progress. It is not unexpected to spend several years without an active research project.

Support, contact, suggestions
Because steam comments couldn't possibly be worse for managing a mod, support will not be provided on steam. Instead, reach out on discord or create a git issue below. If you want to request mod support, there is a git issue template to help me gather information needed.
Discord[discord.gg]
Git[gitlab.com]
Create a new issue[gitlab.com]
热门讨论 查看全部(24)
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2024 年 5 月 4 日 下午 6:39
Question: Hediff patching.
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2024 年 5 月 19 日 上午 8:56
Tutorial on Lessons and Lesson Plans
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2024 年 4 月 24 日 上午 6:55
Biotech
Chronos "Salty" Pliskin
903 条留言
Wumpi  [作者] 10 月 8 日 上午 11:34 
All that said, I think you're onto something. Most authors never come close to making the "Systems" parts of their mods reusable for other solutions, but I suspect yours is quite close.
I could try to come up with a list of requirements, but I suspect it's far more work for both of us than to just let you perform whatever integration you had in mind.
Above all, my suggestion to you would be to completely split your code base and scrap all references to the word "skill."
Turn the mod into a robust learning system that is abstract and extensible enough that the definition of "learning" can be applied to anything by implementing interfaces, configs, etc. Utilize that for a separate skill learning mod. Package them together if you like, but by separating the code of the system from its primary user, you will end up with a system that can be reused.
Wumpi  [作者] 10 月 8 日 上午 11:34 
For LL in particular, a proficiency has multiple types of XP, and expectations for multiple mechanisms to generate that XP. A lesson that only includes a lecturer might generate one type. A lesson that includes a work station or reagents might generate a different or multiple types of XP. While these things could possibly be handled with some heavy harmony patching and per-learning-tick conditional logic, a system that allows us to specify conditions on whether a topic can be taught or learned by a pawn, whether a classroom is equipped for a specific topic, what "learning" actually means as far as what numbers need to go up behind the scenes, and I'm sure a ton more.
Wumpi  [作者] 10 月 8 日 上午 11:34 
Next, the "type" of learning. The documentation makes it look like "skill learning" is baked into the system. This tight coupling means that to tie in, I would either need to write some of my own learning-system handling code and bypass yours, or try to find a hacky solution that bypasses skill and skill defs in favor of my own.
For it to be worthwhile to consider first party integration, I would need to at least be able to exert more control or configuration on the system.
Wumpi  [作者] 10 月 8 日 上午 11:34 
You allow tie ins to the calculation system via patching LearningCalculator. This is fine if the integrating mod is only interested in modifying learning rate of skill universally - like checking their own traits. This isn't really flexible enough for a general purpose learning system.
If I need to generate a different type of "learning" then any other mods tying into this method would also potentially impact the learning rate when applied to my usage as well.
I'd consider defining a high level interface for what a calculator must do - including a framework for allowing other mods to register their own modifiers - and then allowing the implementing mod provide their own calculator. There's little you cannot do with harmony patches, but they are not the most elegant way to allow for tie ins.
Wumpi  [作者] 10 月 8 日 上午 11:34 
@TeH_Dav
Your API is more robust than most mods that implement this kind of system, but it's not really sufficient for LL's use case.
S&L is really two mods: A class and learning system + api, and a skill learning system that utilizes it.
For me to tie in on my side in a stable and reasonable way would fall somewhere between significantly hacky and impossible.

I would need to do a deep analysis to see what I would actually need on my side to integrate in a meaningful way, but I can offer some broad suggestions based on what I can see from the readme and steam page:
TeH_Dav 10 月 7 日 下午 9:02 
@Wumpi It was based on CSL, but it goes far beyond what that mod did. While currently the only form of lessons available are skills (and a lunch period, and ideological lessons), it is very extensible. There is API documentation in the readme that comes with the mod. I just uploaded a more up-to-date readme, since it had been a while since I updated it anyway.
Wumpi  [作者] 10 月 7 日 下午 4:14 
@TeH_Dav
Looking at the page, I cannot tell the scope of the mod. It's presented as a education system, but is lacking any details that would make it evident that it is an extensible system with an API. At first glance it appeared to be another CSL style skill learning system, but looking further I cannot tell.

Is there a documented API, or is this strictly a skill learning system?
TeH_Dav 10 月 7 日 下午 12:22 
@Wumpi Are you okay with me attempting mod compatibility on my end? I'm the author of that other mod.
veoba 10 月 7 日 上午 4:09 
Sad:steamsad:
Wumpi  [作者] 10 月 6 日 下午 9:54 
@veoba
no