RimWorld

RimWorld

244 ratings
[FSF] Simple Education
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Mod, 1.5, 1.6
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330.696 KB
29 Apr, 2024 @ 6:24pm
27 Jun @ 1:17am
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[FSF] Simple Education

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

Simple Education provides you with a simple and easy way to educate your people in any skill. To have someone study you need to assign them to the Study Worktype. The Worktype is available to everyone and can be done by children as young as three years old. After assigning the Worktype place down a Study Spot and set a study bill. Like regular bills you can set the number of times to do it, and set a skill level range or assign it to a person.

Study Spots look like a simple non-intrusive small transparent circle. They can be placed anywhere even on top of workbenches allowing you to create a study area that fits your preferences. When the Vanilla Expanded Framework is loaded, you’ll be able to use the choose graphic option to change to a completely invisible texture to make your Study Spots invisible, so they better blend in with the room.

Study bills have a work amount equivalent to one in game hour and with a single passion they award 250XP. This amount is the same XP per hour as a normal quality book however you can increase or decrease this amount by adjusting the Study Experience Multiplier in the mod settings.

The total amount of XP a person gains from a single bill however is based on their passions, so it could be less or more. The speed at which they complete a study bill is based on the Studying Speed Stat. This stat is based on Global Learning Speed and Consciousness. So, a genius will study much faster than a regular person. Likewise, someone with a low consciousness for whatever reason will study much slower.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Compatibility

Vanilla

A small amount of people have issues with new Worktypes being added to their game midsave. If its an issue it should be immediately obvious as in those instances it tends to do things like break your UI or pawn logic. In that case you'll have to wait for your next game.

Biotech Mechanoids

Due to adding a new Worktype, when adding this mod to an existing save it might cause mechanoids to forget all mod added worktypes such as those from Complex Jobs. If that happens you can do the following to reset them. Turn on dev mode, enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
59 Comments
FrozenSnowFox  [author] 21 Oct @ 3:44pm 
@Zrg
You say that but that's exactly how the vanilla game works regardling the plant skill. Nevertheless I should be able to add an option to customise each skills xp gain without too much trouble. I'll note it down.
Zrg 21 Oct @ 11:21am 
Is it possible to change the <workSkillLearnFactor> for each individual job?

I’m trying to set up some restrictions for training jobs — for example, allowing melee training only if two or more pawns are training together at the same time. I can achieve this with another great mod that complements this one nicely, called “Custom Schedules (Continued)”.

In this context, I’d like to adjust the <workSkillLearnFactor> for plant training and reduce it a bit. My reasoning is that a pawn shouldn’t be able to improve their Plants skill just by performing an action immediately; they should have to wait for the plants to grow, or for some time to pass, before actually learning something from it.
Shaw_de_pig 15 Oct @ 6:55pm 
Sorry, To me, coding and modding is complete magic, and I'd consider you a warlock. Sorry for being a dum-dum pea-brain :(
FrozenSnowFox  [author] 15 Oct @ 6:48pm 
@Shaw_de_pig
There's no reason they'd conflict as they use completely different systems.
Shaw_de_pig 15 Oct @ 6:45pm 
should this work with the "Select Lesson" mod?
Dj0z 22 Aug @ 8:14am 
Wow this is super useful, however that thing is so tiny and transparent it's basically invisible even with the "circle" graphic selected, on naked smoothed floor. Lucky for me I don't need glasses. I thought my mouse was bugged when i tried placing it, then i almost couldn't find it again. Could it have a "couple sheets of paper" visual, or a circle the size of the caravan spot among the options, maybe even by default?
FrozenSnowFox  [author] 4 Aug @ 3:58pm 
@GravitWry
I can confirm it is an issue. As for fixing the problem, I honestly have no clue what's wrong. As far as I can tell the altitudeLayer should be fine and I can't figure out why its rendering underneath instead of on top. I even compared it to VE's Desk Lamp and can't see anything different. For now this issue will have to go unfixed until someone can tell me what's wrong or I figure out how to fix it.
GravitWry 4 Aug @ 8:44am 
I have a question for mod users and the author, is anyone having visual issues when placing a study spot on a table? It's only a minor problem visual problem so it's nothing game breaking, but placing a study spot on a table, worktable, etc... has its circle visual indicator of a study spot be layered underneath.

It's not exactly surprising since I'm running 459 mods, but I just want to know for the record.
Krei 2 Aug @ 10:29pm 
Apologies mr author, fixed the problem, it stemmed from a resolution problem below 1x UI scale. I was really confused because it only happened to all ur mods including the fsf tweaks. All good now and TY! for the mods theyre much welcomed 🙇
Kupie 1 Aug @ 9:26am 
Yo this mod rocks!