RimWorld

RimWorld

Progression: Education
Suggestions
I have several suggestions that might improve this excellent and much-appreciated mod:

1. My access bar at the bottom is becoming quite crowded. Perhaps add the option to display the 'scholar hat' if space becomes tight. This is already implemented for many other tabs (base game and mods).

2. The Garavship's launch ritual is very similar to your "Create a class" screen. There, it is possible to remove a participant by right-clicking. This would be a useful addition when creating classes, too.

3. The relevant skills of the teacher and the selected students are displayed when the mouse hovers over them, but not the skills of non-participants. It would be useful to know their skill level too. Perhaps I don't just want to teach the least educated students who are automatically chosen.

4. The 'striking board' is tiny. Please consider increasing its size so it fits more with the other objects. The bells on the other hand are huge!

5. Allow the class schedule to open when any board is clicked. (Disputable).

6. This probably won't be possible due to the way classrooms are created. However, it would be great if in particular shooting and planting skills could be taught outside. Perhaps check a radius of 5–7 tiles around the board for the associated teaching tools and the bell.
Last edited by Deggial; 22 Oct @ 2:25pm
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Showing 1-10 of 10 comments
RB-99 22 Oct @ 4:27pm 
I like your ideas.
some of them I see are possible, from a programming/fan perspective.
I myself find it hard to make the classes as it needs the bell on the map, but the line saying that is in white and not red for me...so it's hard to tell if I meet the needed items for a class.
Vercreek 22 Oct @ 10:00pm 
Ability to Suspend Classes would be great too

A couple others also would be being able to change the teachers and students without having to re-make the class again

though this one's a bit disputable too, setting the bells to be placeable anywhere in the colony. School bells are usually set just outside the school so having it be inside and never being able to have it outdoors feels like such a shame for functional aesthetic
ferny  [developer] 24 Oct @ 10:28am 
@Deggial Thanks for these! Some of those ideas are now in development. As for the outdoors suggesiton, this is already totally possible go ahead!
Proficiency for Clothing is weird as i don't think you need to know how to use a gun in order to wear a Jumpsuit. maybe have it so they don't need Firearm proficiency in order to wear Industrial Tech Clothing?
One other suggestion I'd like to add is to modify the logic for when the teacher starts teaching. I feel like they should start as long as there is one student present rather than waiting for all of the students to be present. I've seen instances where they wasted the entire class time "Waiting" because one student was stuck in a long job (research, ground pen scan, nature running, etc). I'd really rather not have to micromanage the attendance to make sure everyone shows up on time so the teacher actually teaches :/ Other than that, really cool mod!
ferny  [developer] 26 Oct @ 10:32am 
@YEETmore! Being fixed!
@Skepticality This will be somewhat remedied by the upcoming "Force students to interrupt jobs" option, but mainly this is meant to be part of the tradeoff of having big classes. All students must progress together.
@ferny Yeah, I figured tracking the class on an individual basis versus the class as a whole would be a significant amount of work since you'd have to completely redo how you're tracking progress currently. The only concern I had about forcing the pawns to attend is when they're in situations when you'd rather they not do that (for example if they're sick in the hospital battling the plague or death resting, etc). Regardless, thank you for all of your hard work! :)
ferny  [developer] 21 hours ago 
@Skepticality Aware of those potential problems yeah. That's why it'll just be a toggle for classrooms.
Just saw this suggestion thread, oops lol. My main suggestion is to be able to 'resume' classes, as my colonies usually run a biphasic schedule. Having the same class run for two separate time periods in one day (ex. 8-11 and 20-23) would help immensely! I also second @Vercreek on being able to swap around students & teachers without deleting classes :)
We should be able to give colonists any clothing or armor regardless of proficiency. I cant get a colonist to have a vacsuit without them having high tech proficiency and since im playing on an existing save all my colonists are automatically firearm proficient.
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