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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.
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.
There's no reason they'd conflict as they use completely different systems.
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.
It's not exactly surprising since I'm running 459 mods, but I just want to know for the record.
The mod settings require XML Extensions and it works fine for me. If you do have XML Extensions active there may be an issue with your mod files. In that case try unsubscribing and resubscribing or verifying the game files.
No, as per the description the work speed is based on global learning speed and consciousness. If you increase those then they'll learn faster. Do children actually get a XP bonuses to learning skills? I'm pretty sure that's a mod. I'm not sure if it would apply or not, I've never bothered to check.
2) Do children get the standard childhood XP gain increase?
Thank you, it's always nice to hear people enjoy my mods.
There shouldn't really be any performance impact. It's just a production bench with the vanilla bill system. Each bill has a work amount that lasts 1 in game hour so job searches are not done continuously. From what I understand this is an issue with Simple Learning as their bills use a very low work amount causing them to be completed practically instantly. This results in pawns constantly doing a job search for new work resulting in performance issues.
Biotech with the Pointed Elf Ears Refined mod to make the texture a bit better.
Sounds like it could be due to a mod caching the game files and not updating when changing an XML Extensions mod setting. Some people have reported Rocketman doing this again. Try loading a stripped down mod list with your performance mods and my tweaks mod then reload your full modlist. Changing the modlist in this way should force whichever mod is causing it to recache things.
As far as I'm aware that's an issue with mods that add new worktypes in general. There's a bit about how to fix it in the Compatibility section of the description. It should only happen if you add the mod midsave.
I'm afraid that's outside of my skill set otherwise I probably would have done it already.
I added support for AssignedWorkbenches. As for the reading bonus I spent a lot of time trying to get that to work originally but it seemed like the reading bonus thing is probably hardcoded specifically for the research bench.
Yes, that's the idea. Anyone can study to learn skills.
Thank you for your answer and practical solution suggestions! I'll test this out.
You can set ownership on the individual bills or alternatively use area restrictions. I think there was a mod to specifically assign ownership to production benches although I'm not sure if there's one updated for 1.5. Doing it myself isn't going to happen since I can't code.
Technically it should work fine in 1.4. However I don't plan to support 1.4 and I'm not rolling back my game version to test it. If you want to try it out go ahead. I'm not sure how the game handles newer versions for older versions though you might have to rename the 1.5 folder to 1.4 and adjust the LoadFolders.xml file.
Not from me I'm afraid. That would require coding so its out of my skill set. There was a mod called Reading Bill for that but I don't think its been properly updated for 1.5.
No it does not, and technically it'd be considered work since its just doing bills at a production bench. I'm afraid making it affect learning is beyond my ability since it'd require coding.
Biotech already has a learn at desk desire though so studying skills is covered in another way. At best having kids do these study bills could be considered self study at worst you could consider it dumping massive amounts of homework on them. Either way I don't think its too big an issue if it doesn't affect their learning.
I'm afraid I'm as skilled in art as a three year old. At best I might be able to use some existing Rimworld assets for something like that assuming I could find some that fit.