RimWorld

RimWorld

Life Lessons
875 Comments
Raider Ace 15 Aug @ 2:55pm 
As mentioned below, wasn't able to send it via regular message, so I used pastebin:


https://pastebin.com/xh0s0uzR
Raider Ace 15 Aug @ 2:49pm 
HI, I seem to be having an error that keeps repeating itself in my game. Seems to be a job giver error that keeps repeating and mentions patches. I'll send the error itself here, but please do let me know if you want me to send a log or other errors of similar issues
Maru 15 Aug @ 1:05pm 
When adding to existing saves, upon selecting a skill to pioneer, the UI breaks and throws null reference errors and no XP is gained - this is fixed by replacing <activityRepetitionsToday IsNull="True" /> with <activityRepetitionsToday> </activityRepetitionsToday> in each effected pawn's save data
Thanks for the great mod!
Wumpi  [author] 15 Aug @ 5:25am 
@PeteTimesSix
It's not a matter of complexity, just accessibility. We're essentially filtering the OpportunityCache before you pull First, and our filter condition is on the pawn being checked by the workgiver scanner. One of the workgivers moved that check out of JobOn and HasJobOn to a separate method that doesn't have visibility to the pawn, so we can't perform the filtering we need. Will send the PR on discord for visibility
PeteTimesSix 15 Aug @ 12:40am 
@Wumpi I didnt think I made that many/complex changes. Let me know if there's anything I can do on my side to make it easier for you.
Papetty 14 Aug @ 3:22pm 
@MurMax thanks, man. I was gonna remove the RR, but your tip saved me from that. Appreciate it!
Wumpi  [author] 14 Aug @ 6:48am 
@Denys_World
Without a log file your comment is a waste of bytes in a datacenter.
Wumpi  [author] 14 Aug @ 6:48am 
Looking into the RR patches. With the RR code as it is, some of our patches are functionally impossible. Will be a while.
MurMax 14 Aug @ 2:58am 
research reinvented newest version (from 12.08.25) causes gamebreaking bug. Solution for now - manual install of RR snapshot from Github from commit 54b9172005d26eba99f5045678f1c8b8d043e7c6. (Go to RR page, scroll to Github link, then choose "commits" and chose one from Jul 27, 2025, then Browse files, Code->Download Zip and install that mod manually). Works for me, while waiting for RR crew to fix.
Papetty 13 Aug @ 10:20pm 
I'm having the same problem — the bio icon disappeared today, even though it was fine yesterday.:meepwow:
Denys_World 13 Aug @ 7:52am 
AGAIN the icon in pawns bio dissappeared!
MurMax 11 Aug @ 11:05am 
odyssey's new techs, buildings and items require patches. Making space shuttles and exospace suits should require some more advanced skills, but now they don't require anything at all
camomo bbl enjoyer 8 Aug @ 1:15pm 
Hi. Your Medieval Overhaul patch seems to be outdated as there have been recent changes with MO. Can you update it? Either way, thank you.
Magian 7 Aug @ 10:06am 
Thank you for your answer. Sorry, I wasn't observant enough.
It turned out that the character backgrounds in the past were relatively strong. Now, when I start with a tribe, there are many more illiterates.
Wumpi  [author] 4 Aug @ 10:00am 
@Magian
Depending on the backstory, there already is a degree of randomness. The backstory itself defines a base set of knowledge that is essentially required thematically - A geologist must have X amount of geology knowledge.
Beyond that, industrial tech level + includes "hobby" templates which can assign random themed proficiencies based on the age of the pawn. An adult doctor may still have some mechanics experience because at some point in his life he was interested in vehicle repair.

Additionally, many backstories are too vague to assign an exact set of proficiencies. A "scientist" for example could be specialized in any number of fields. We randomly pick from a set to simulate this. 2 pawns with the same backstory may have different proficiencies as a result.
Magian 4 Aug @ 3:13am 
Every adult chess piece starts with the same initial knowledge. Should we add some randomness to give the pieces different knowledge scopes?
тетеря, блин 1 Aug @ 1:58pm 
if possible, please, add compatibility with:

Vanilla Furniture Expanded
Vanilla Furniture Expanded - Spacer Module
Kiiro Race (xpath="Defs/ThingDef[defName="Kiiro_TwoHandSword"]")
[LTS]Tenants
Altered Carbon 2: ReSleeved

🙏
Allianser 31 Jul @ 12:18am 
Proficiencies are not required for researches on Linux (Steam Deck)
Just 27 Jul @ 4:39pm 
@тетеря, блин, it tries to patch some items, but these items do not exist (for example, if they have been removed in another mod). So, these errors are not critical, but they are indication, that some patches may be a bit outdated.
тетеря, блин 27 Jul @ 8:15am 
throws a lot of patch errors, how crucial is this? logs from the main menu:
..
https://gist.github.com/HugsLibRecordKeeper/fefb87359d5c4af9306a5bd3ba3ba41d
WindyGleam 26 Jul @ 12:46am 
I had a lot of fun with this mod, it adds more depth and randomness to the full playthrough, but I've met some problems with the learning and teaching mechanism, you need to constantly create and adjust the learning plans in the early game, which requires to open the knowledge tab many times.
It would be way more helpful if it could be simpler, like you could set that this pawn needs to learn knowledge A, and another pawn with the knowledge could come to teach them. In this case, the pawn without the knowledge is the research table, and the pawn with the knowledge is the scientist.
Tybo 25 Jul @ 4:40am 
Thanks for the awesome Mod Wumpi! First time using it and I have to say, this mod is far superior to anything else attempting 'teaching' that's around!!

I have a small question on something I haven't been able to figure out... How do I use the autopsy table? Is it used automatically as part of the pioneering research?
Wumpi  [author] 23 Jul @ 4:54am 
@Emilie Sackenball With the July 21 update that fixed the broken patches?
I see both the button in the bio as well as students in the learning tab. RR features are also working with a cursory re-test. If you're having issues, reporting them without a full log file is counter productive.
Emilie Sackenball 22 Jul @ 11:37pm 
@Wumpi I think I was not able to explain myself about make it fool proof, but well, lets wait for moders to do the patching.
Also, no Research Reinvented is not compatible, it make dissapear the "Lightbull" icon to access pawns proficiency also it blocks the pawns from appearing in the study tab, its fixed by removing Research Reinvented
Wumpi  [author] 22 Jul @ 3:47pm 
@Emilie Sackenball
I do not want regular users using the patching tools at all. The last thing I need is hundreds of users with half-broken installs because they've mucked about with things they don't understand and have reported problems they created themselves.
For users interested in customizing their install, I refer them to the "old fashioned" way that all other modders use. The in game tool is just to assist modders (and myself) with creating patches, not a way to customize a play through.
Wumpi  [author] 22 Jul @ 3:42pm 
@Denys_World
It's already compatible.
Denys_World 22 Jul @ 10:56am 
Gonna ask for Research Reinvented compatibility...
Emilie Sackenball 22 Jul @ 9:07am 
@wumpi how about a less complex way to let the user make their own patching ingame? I mean there's enough work you can do with the massive quantity of mods in the workshop?
I read the "warning" you put about patching and is a little of an "scare" for the regular user.
Mystic Referee 22 Jul @ 7:42am 
This would be a really cool alternative to the normal rimworlds research function.
Wumpi  [author] 20 Jul @ 8:49pm 
@Streamline
Less broken, more not updated post 1.6. Soon
WetPenut 20 Jul @ 4:03pm 
does not seem compatible with ResearchPowl or am i doing somthing wrong?
Streamline 20 Jul @ 1:29pm 
When both this mod and Research Reinvented are enabled, it breaks pawns being able to satisfy recreation. Disabling either mod fixes it. So yeah, the integration seems pretty badly broken.
Emilie Sackenball 20 Jul @ 10:42am 
@Artelas you're right RR totally blocks the pawns for appearing in the Lessons tab
Emilie Sackenball 20 Jul @ 8:44am 
I doing a test for getting how is the basics of this mod, the problem is tried to use a neurotrainer and I cannot use them, and I cannot pioneer anything the space is blank.
Artelas 18 Jul @ 4:53am 
Thanks for updating it to 1.6! Seems like integration with Research Reinvented is broken now :( RR and Life lessons are two main mods I cannot imagine this game without.
Sherrif 17 Jul @ 6:08pm 
Interesting response...
Wumpi  [author] 17 Jul @ 2:04pm 
@Gedsparrow
I've discussed that possibility at length on discord, but the short of it is that there simply isn't enough information to make heuristics for determining the proficincies on the fly. The in-game patching tool can be used to generate patches using a user interface, but those still need to be exported and turned into an actual mod. Doing that automatically would mean writing game-modifying files to someone's PC at runtime, which is a boundary I am not willing to cross.
枫叶树人 16 Jul @ 5:53am 
1.6 plz
mynameactually 15 Jul @ 7:19pm 
+1 for 1.6
花咲川压力传说 15 Jul @ 7:26am 
1.6 plz
小邪神飞踢! 12 Jul @ 1:05am 
I love this mod. In my eyes, it's as essential a core mod as CE. Looking forward to 1.6:steamthumbsup:
Gedsparrow 12 Jul @ 12:42am 
mod looks interesting, but is there a mod option to add proficiency requirements to things on the fly? got too mods that add a bunch of stuff so it'd be weird if those stuff are freely buildable while others need proficiencies
staticriou 11 Jul @ 9:48pm 
I waiting play on 1.6 until this mod release
I agree with 冬青 love this mod
冬青 10 Jul @ 10:13am 
1.6 please:steamthumbsup:
Wumpi  [author] 7 Jul @ 2:32pm 
@Acorn_Tree
You need dev mode enabled, god mode enabled, then open the proficiency panel to add or remove proficiencies.
Pawn editor should work as well. Install the integration mod to add an additional icon to the editor menu for LL
Acorn_Tree 6 Jul @ 4:03am 
Is it possible to edit my colonist proficiency in the middle of game?
I am using 'pawn editor' mod now, but I don't know how to do it.
gapowicz 5 Jul @ 3:47am 
tbh this mod would be even greater if there was a clear way to see which proficiencies does pawn have on their skills tab or something
flyfire2002 24 Jun @ 6:46pm 
I reported issue with "every node no longer lists anything that requires it" before, too. I also run Linux, so that could be the thing.
EnderMelody 24 Jun @ 5:33pm 
continuing with the problem i was having, i loaded up this mod on a different computer and it worked fine. the only noteable differences between the 2 pcs is one is amd/amd and the other is intel/nvidia which i doubt is causing the problem. the only other difference is one is linux and the other is windows, so it seems like this mod might not work on the linux version for some reason. i dont have more pcs to test this but ill make a bug report on the github.