安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Thanks, you helped me figured what was wrong, I was trying to make a recurve bow, not a short one, so it wouldn't even start because I needed to reach principles of woodworking first. I can see in each pawn's proficiency list what they can do, like carving, but isn't there a way to see it in the bills of workbenches or something? While I managed to find it, going there all the time to check which item or structure I need to make or build in order to advance is not really optimal, and I'd need to check each pawn's proficiency list to find out who's apt to begin working with certain things, just a simple "tech tree" quickly accessible from a bench would be quite helpful to help me put the correct bills to progress.
@be nice
You have a start up error you ignored.
IL code isnt as expected. Either rimworld itself has changed, or another patch is altering the IL code we were expecting.The other mods using transpiler patches on that method are
ResearchReinvented, and VSE - vanilla stats expanded?
I have a pretty big modlist, so it's probably a compatibility issue but I can't make sense of logs. I'm not really sure if this is how you're supposed to share a log, but here.
https://gist.github.com/HugsLibRecordKeeper/e937eedabac750e0737b87e58ab9b2ae
Could you be interested in creating a compatch for Progression: Education?
This really makes classrooms the center of the colony
This mod is filthy.
I love this mod.
Forget about the specialized explorer. It will become useless.
I spent several years moving from the Middle Ages to electricity. Purposefully.
One UI bug I found though, playing as tribal the research requirement from the mod overlaps with research unlock making both of them unreadable. I think it's due to the tribal tech description "Your research tech is neolithic" etc. which moves the requirements too low. Could you look into this? Would be a huge quality of life upgrade for tribals.
I could try to come up with a list of requirements, but I suspect it's far more work for both of us than to just let you perform whatever integration you had in mind.
Above all, my suggestion to you would be to completely split your code base and scrap all references to the word "skill."
Turn the mod into a robust learning system that is abstract and extensible enough that the definition of "learning" can be applied to anything by implementing interfaces, configs, etc. Utilize that for a separate skill learning mod. Package them together if you like, but by separating the code of the system from its primary user, you will end up with a system that can be reused.
For it to be worthwhile to consider first party integration, I would need to at least be able to exert more control or configuration on the system.
If I need to generate a different type of "learning" then any other mods tying into this method would also potentially impact the learning rate when applied to my usage as well.
I'd consider defining a high level interface for what a calculator must do - including a framework for allowing other mods to register their own modifiers - and then allowing the implementing mod provide their own calculator. There's little you cannot do with harmony patches, but they are not the most elegant way to allow for tie ins.
Your API is more robust than most mods that implement this kind of system, but it's not really sufficient for LL's use case.
S&L is really two mods: A class and learning system + api, and a skill learning system that utilizes it.
For me to tie in on my side in a stable and reasonable way would fall somewhere between significantly hacky and impossible.
I would need to do a deep analysis to see what I would actually need on my side to integrate in a meaningful way, but I can offer some broad suggestions based on what I can see from the readme and steam page:
Looking at the page, I cannot tell the scope of the mod. It's presented as a education system, but is lacking any details that would make it evident that it is an extensible system with an API. At first glance it appeared to be another CSL style skill learning system, but looking further I cannot tell.
Is there a documented API, or is this strictly a skill learning system?
no
Just use the "tribal gathering" ritual until you could do the real research.
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1874644848&searchtext=character+editor