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Can’t find that one, seen it before
As far as the settings go, it's something I'll need to do a lot more refining for. I could somewhat easily make every information-pawn category pair have its own learning toggles and difficulty sliders, but the configuration tab would get cumbersome very quickly. I'll need a lot more information about what kinds of configurations people actually care about before I can really start to nail it down.
I'm glad to hear that the mod's been working well for you. I currently consider it to be in something of an "alpha" state, so any opinions and bug reports are greatly appreciated.
I quite like the gradual learning for colonists setting, though I'd wish for a setting to have skills not need learning even with learning on or maybe have a minimum revealed amount of skills when Time as Colonist > 0 so we'd know what job the starting colonists would prefer to do, sort of like asking them their preferences. It's hard to memorize their skills at world gen since Alpha Skills adds a bunch of passion variety to keep track of. I do notice they get a skill revealed eventually at the same time, though it'd be nice to accelerate that reveal to be at the start of my control of them to know who should be hunting and who should stay and cook on day 1.
thanks for considering straightening out the logic of the thinking required by the end user. the tool should do the twists, not the user,usually. imo
Your complaint is heard though, I'll see if I can make it more intuitive. I also intend to write documentation in the next update to explain everything more thoroughly.
2/2
Right now, there are three categories for which learning is implemented: traits, backstories, and skills. When any of these are enabled for a pawn type for which learning is also enabled, a slider will appear in the settings to set the learning difficulty. I will be looking to expand which categories can be learned in the future when I find a good way to implement them.
1/2
So basically the learning enabled v/ or x means v/==yes must learn this. x = no you wont ever learn this it's hidden permanently?
Also is it referring to only traits or to everything with a v/ above that selection opting in to this function? So if not an X.
The problem is this table is too multidimensional in presentation without explanation. Some X mean never, some v/ mean always, some checks mean eventually, some mean enabled versus disabled (X),
Using "Never" hide controls, for example in your query is how the logic goes back and forth between an X cancelling the negative and ENABLING controls, and sometimes a green check meaning to enable because the query is not a negative query.
Suggestion. Make ALL queries of ONE TYPE:
"Never hide controls" becomes "SHOW controls?"
"HIDE faction information" becomes "SHOW faction info"
"HIDE ancient.." becomes "SHOW"
let the user apply one set of logic to the decisions as they go.
Mod_2553173153_WellMetMod.xml