边缘世界 RimWorld

边缘世界 RimWorld

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Progression: Education
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Mod, 1.6
文件大小
发表于
更新日期
6.389 MB
10 月 20 日 下午 10:18
11 月 9 日 下午 11:23
26 项改动说明 ( 查看 )
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Progression: Education

在 ferny 的 1 个合集中
The Progression Modpack | (1.6)
565 件物品
描述


[github.com]











This marks workbenches from mods as valid benches for training specific skills in skill classes.
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Production
  • Vanilla Furniture Expanded - Farming
  • Vanilla Factions Expanded - Medieval 2
  • Vanilla Factions Expanded - Tribals
  • Vanilla Gravships Expanded
  • Vanilla Cooking Expanded
  • Vanilla Cooking Expanded - Sushi
  • Vanilla Cooking Expanded - Haute
  • Vanilla Brewing Expanded
  • Progression: Agriculture
  • Medieval Overhaul
  • Famine Food
  • Ancient Urban Ruins
  • Vanilla Cooking Expanded - Bakery


This is just for patching scenarios to ensure that they match thematically with the tech they describe, or to ensure you can properly equip the starting equipment.
  • Biotech
  • Odyssey
  • Progression: Scenarios
  • Vanilla Factions Expanded - Pirates
  • Roo's Minotaur Xenotype Expanded


This is just for gear that is weirdly placed, like a shovel being in industrial and stuff like that. Stuff that needs manual patching to ensure it feels right.
  • Vanilla Weapons Expanded
  • Vanilla Factions Expanded - Pirates

Best paired with
- Stranger In Black Techlevel, to make your men in black match the tech era and therefore equipment proficiency.
- Vanilla Factions Expanded - Medieval 2, to have an integrated medieval version of the shooting training.
- Bradson's Main Button Icons (Forked + Expanded), to have an icon for the new bottom button!
- Better Architect Menu, to not overcrowd your menu with the new category. This mod will nests it as a subcategory.
- Progression: Scenarios, so you can start more properly in each era and utilize your proficiency traits in the weaponry found in them.
- Progression: Core, to let you advance through the technological eras to utilize your proficiency traits in the weaponry found in them.

Compatibility
- Compatible with Arcane Technology (ONLY if you disable proficiency, as that replaces its functionality)
- Compatible with Pocket Sand
- Weird with Simple Sidearms (disable the auto equip thing, as it bypasses our checks and spams ♥♥♥♥)
- Incompatible with Choose the Lesson (Obviously, whole new class system)
- Incompatible with Enable Oversized Weapons, the feature is Vanilla anyway so no need to download the mod. Their code breaks our stuff.
- Incompatible with Better Pawn Control for the time being
- Anything in my modpack
- Should work well with most other stuff too

Performance
Seems like basically zero impact if I'm reading it right.

Mid-save Compatible?
Yeah! Plop it in. You'll have to name your existing classrooms though, and if you have proficiency on some colonists might drop their current gear and have to learn it.

FAQ
  • Why can't we add people mid-class? | This would completely trivialize the notion of a class progressing together as a semester. This would break the speed progression of skill classes, and the baseline progression of proficiency classes.
  • My students aren't going to class! | Get a good bell, and if you want turn on the "interrupt all jobs" setting for the classroom to get all students to interrupt everything they are doing to go to class. Keep in mind, this could interrupt jobs like surgeries and whatnot, use it at your own risk.
  • Why this whole proficiency thing? | This is a progression mod, at the end of the day! Feel free to disable the feature in the mod options.
  • Is this a replacement for Progression: Equipment? | Yes! Should be way more functional now.
  • Can you make this compatible with Misc. Training? | Nope, just use this mod or the other one. It would be very silly to use both, as we do the same things in different ways. If you use this mod, you are getting all of the elements of that mod in a different way.
  • Can you add an icon for the bottom bar? | https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3532359201
  • I can't read any of this cause i'm in the UK | I'm sorry, you gotta figure it out on your own. Use a free VPN or something.
  • Is this a Vanilla Expanded mod? | No, just cause Oskar helped with art doesn't make it a part of that series. This is distinctly a Progression mod in its design.

Credits
Ferny - Project lead, design and XML
Oskar Potocki - Co-designer, Art
Taranchuk - C#
Holgast - Inspiration for neolithic buildings
OELS - Vehicle Map Framework compatibility




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热门讨论 查看全部(2)
15
11 月 10 日 上午 7:47
Suggestions
Deggial
1
11 月 10 日 上午 4:42
Suggestion - adding to class
Malu
630 条留言
ferny  [作者] 1 小时以前 
@RuneWulv For proficiency classes, all students need to learn together. For skill and daycare classes, students can skip but the classes will try to wait for them.
@lgawg Thought we fixed this, sorry. Investigatng.
@SentinelFox Unrelated to this mod.
@NicoMok14 You likely have one of the listed incompatible mods.
@kasket Social and intellectual only for now
lgawg 4 小时以前 
When generating an orbital platform, if the platform contains a classroom, it causes an error and results in an incorrect landing site in the game. I'm not certain if the error is caused by other mods. When I used an AI to analyze the error, it mentioned Vanilla Expanded Framework and ProxyHeat.
kasket 11 小时以前 
do teachers need to be good at the skill theyre teaching or just social
NicoMok14 15 小时以前 
Problem encounter
Manual/auto saving and reloading saves seem to remove all scheduled class.
i have pretty heavy modelist. so i want to check if it is casus by other mods i have?
thanks in advance if anyone can help
RuneWulv 16 小时以前 
Maybe make it so that those that miss the bell you can select and then click on the chalkboard that works like a "Get to class late" type gimmick?
RuneWulv 16 小时以前 
I like the concept of this mod a lot. I hate the bell system. Honestly what holds it back is that the class won't start unless all the students are present. If we keep the bell system as is, at least make it so once the bell is rung, the class starts after an hour regardless or something. The bell system needs to have a much wider range or something.
SentinelFox 20 小时以前 
When starting a new game, many factions are not generated. I have 36 factions, but a maximum of 17 appear. Without this mod, factions appear.
Before that, I added this mod in the middle of the game and everything was fine. Need a full log?
MissCherrypie 11 月 15 日 下午 4:58 
Not sure if this has already been reported, but pawns who are incapacitated and are part of a class get kicked out of their beds when class starts, even if they're incapable of moving. I've had people who are unconscious because of extreme pain or anesthetic or an extreme illness get kicked out of their hospital beds and onto the floor because the game attempted to get them to stand up and attend their classes. It's seriously annoying because sometimes the immunity gain speed from lying in a bed is the difference between someone dying and someone living.

I've also had deathresting sanguophages get kicked out of their deathrest caskets during deathrest because they were a part of a class.
ferny  [作者] 11 月 14 日 下午 11:05 
@Reestock The gravship rework will be of pressing importance yeah. I'm part of the development of that mod, but ultimately have no say on its design regarding progression. Therefore I am witnessing each step of its development and am planning around it pre-emptively.
@kanthf Thanks! Sorry you had that issue in the first place, if you find a way to replicate it later lmk I'd like to fix that/mark any incomaptibility we may have
@TomatoMoonCkae Hmm it shouldn't be spawning on those. Are those technically colonists? I don't know much about DMS
@Artalus Good feedback yeah, I'll consider amending the adding people midclass thing for daycares specifically because many people seem to want it. I have held back as it could feel disjointed only being able to add students midclass for one specific class type.
@Reestock and @Artalus I might buff the chimes bell even more, it might suck too much
Reestock 11 月 14 日 下午 5:09 
I agree with Artalus, ditch the starting bells. They should honestly just show up and not have to be told to.