RimWorld

RimWorld

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[JPT] Human Resources
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.693 MB
4 Jun, 2020 @ 11:12pm
5 Jul @ 1:00pm
58 Change Notes ( view )

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[JPT] Human Resources

Description
So, the brainiac in your colony spent a whole week locked up in his lab and discovered solar power. Great! Now, how exactly does the builder figures out how to actually build the damn solar panels? Or else: your hunter has been using only bow and arrow for his whole life, so how the heck is he going to operate the space-age pulse charger you just gave him? How can someone grow peaches if he's never seen a peach tree before? Craft a full armor set without knowing how to smith?

What if your pawns had to actually learn their stuff before putting a new technology to use?


This experimental mod with far-reaching consequences completely changes the way research plays out in the game. No longer some abstract concept, technologies become actual knowledge your pawns need to learn from methodical research, by studying the proper books (yes, you get to build a library!) or, when it comes to weapons skills, to be acquired by arduous training (yes, you get to build a dojo!). Proper knowledge of what they're doing will be mandatory for them to build and repair structures, follow recipes, grow crops and equip weapons. This will make you care a lot more for your colonists and give you a whole new perspective on recruiting. It will also raise new obstacles to developing your colony, making the game harder while adding gameplay depth. We hope you're up for the challenge!

IMPORTANT: Read the warnings below before subscribing

Knowledge is power.
Every pawn gets a new inspector tab: Tech. It displays everything he or she knows: technological expertise on one side and weapons proficiency on the other. Both lists are derived from the current game database, so all modded research projects and weapons are automatically included. Newly generated pawns, including NPCs, are assigned a number of techs based on their age, background and faction tech level. This list limits what a pawn can build, repair, grow or craft. To acquire new knowledge, he or she will need to study on the new study desk.

The weapon proficiency works similarly, limiting what weapons the pawn can equip. Any weapon that's linked to a research project will require the pawn to learn how to use it before equipping. Some simple weapons are exempted, and specially good shooters and brawlers start with better weapon knowledge, as do pawns who know how to craft their own. But all pawns will have to spend some time training at the training dummy or at the target stand if they want to wield the latest weapons and stay on top of their game.

Books are mandatory.
Yes, books! This is how humanity stores and shares knowledge and this is how you're going to store and share your technology now. There's a book for every research project on the game (even modded ones), and you can only unlock a technology when you add that book to your library. Of course, this is RimWorld, so finding useful books is not so easy. You can eventually buy them from the new specialized traders, but that's expensive and they rarely visit. You can maybe get them as a quest reward too. But mostly you'll have to write them yourself, by assigning a colonist to a document technology task on the study desk. He will only be able to write about what he knows, of course! This means in order to expand your horizons you'll need to either recruit more talents or do some research!

Researching is hard.
Researching with Human Resources is a little different from the base game. When you select a technology to be researched, you'll need to task an individual colonist. They must be assigned for researching, as usual. But when they do, their work no longer outputs to the research project on the main research tab, but to their own individual expertise instead. And it takes a little longer. If the tech you're researching has any prerequisites, your pawns will only be able to proceed if they already mastered those. On the other hand, if what they are researching is itself a prerequisite to something they already know, their research speed is doubled.


Like what you see? Consider supporting the mod!
[www.patreon.com]
[ko-fi.com]

Warnings:
  1. Not suited to be added mid-game.
    Please, start a new one. Also, we recommend a tribal start, as this mod's restrictions might make the crashlanded scenario actually harder!

  2. This mod relies on ResearchTree (or one of its branches, like ResearchPal - Forked).
    If you don't use one of them yet, what are you doing with your life? They're pretty much mandatory mods. Please, choose one and install it. We could have incorporated Fluffy's code into ours, but we'd rather maintain a lean mod and give you an incentive to get to know and support his work.

  3. This mod was designed to kick your ass! It's supposed to turn RimWorld into something like this. If you can't handle it, maybe it's not for you.

Compatibility
We simply cannot test it with every mod out there. All we can do is design for maximum compatibility and hope for the best. If you're unsure, please give it a shot. If you stumble on any problem, let us know and we'll do what we can to fix it.
Please report issues with Combat Extended to its authors, as it is too hard to patch for.

Available Languages
EN, FR, JP, PT, PT-BR, RU, ZH.
(Help translate it into yours, just drop me a line.)

Acknowledgements
Borrowed code from Fluffy's Research Tree, Jecrell's RimWriter & notfood's ThingDef injection for Psychology. Training Dummy and Target Stand originally designed by Shinzy for Practise Target. Some textures based on designs by Freepik[www.freepik.com].
Code contributions by ElliottCable, Maeyanie, Mehni, MinerSebas, Reiquard and Toby222.
Translations by leafzxg (ZH), Miyuri (ZH/JP), Rémi Dupouy (FR), Qux (FR), WolF8RocK (RU) and Reiquard (RU).
Made possible thanks to the help of Brrains and erdelf on the Harmony Discord channel.
Many thanks to all these awesome people!

GitHub
Open for collaborations on: github.com/jptrrs/HumanResources


The answer to what you're going to ask might have already been answered there.
Popular Discussions View All (12)
46
3 Oct, 2023 @ 1:06pm
PINNED: Found an error, a bug or a glitch? Do this.
jptrrs
20
11 Sep, 2021 @ 1:55am
Thinking Spot Compatability
PartyCowboy
11
28 Feb, 2021 @ 10:11am
E-Books
I blame Earthshaker
1,502 Comments
ANONYMOU$TACH 15 Aug @ 6:27pm 
For anyone looking for a similar mod in 1.6 there still is Life Lessons.
It definitely is harder to grasp and looks less refined than Human Resources but still brings quite a punch.
LL has a few features missing and has some that HR doesn't.
Mac-Gyver 15 Aug @ 2:54pm 
will this get a 1.6 update?
ANONYMOU$TACH 10 Aug @ 5:26pm 
This is the 1500th comment.
Vic 21 Jul @ 2:32pm 
Wooo, this mod sounds sick! Can't wait to try this out on 1.6 for the first time.
Dr. Wicked 20 Jul @ 10:10am 
I just came back to Rimworld with the new DLC, and I can't wait to tackle it with this mod on. All the new tech and stuff to make is gonna make it a very hard run, and I'm all for it.
ANONYMOU$TACH 17 Jul @ 1:21pm 
i only login everyday to check if the mod has been updated -_-
genuinely my favorite
jptrrs  [author] 8 Jul @ 12:29pm 
@Lumine: Not sure if I even understand it correctly... Are you talking about a pawn's Tech screen? If you're viewing assignments, it will be empty unless you've already assigned the pawn to research something. And this is done on the main research screen, not on the pawn's. If that was the issue, you might want to read the basics on how the mod works: https://github.com/jptrrs/HumanResources/wiki
Lumine 8 Jul @ 12:06pm 
So, I'm not here to complain, but simply to share some information: I had an empty and buggy "Assignment" tab in the Research section (it was impossible to start any research), and after disabling a bunch of mods, I found that deactivating this one fixed the issue.
I'm posting this in case someone runs into the same problem one day — it might save you some troubleshooting time.

I realize that it's probably a conflict between two mods, but since the others seem important to me, I'd rather just remove this one.
rhyndo 4 Jul @ 7:59am 
Is this compatible with completely clueless 1.5, or does this already not give you tech you'd start with
RomainG 2 Jul @ 2:49pm 
Considering your comment regarding Hugslib being updated, would the fork https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3513789221 work for you ?