边缘世界 RimWorld

边缘世界 RimWorld

Life Lessons
939 条留言
SMercisk 19 小时以前 
You can train those skills by crafting simple bows, then by making stools after carving is mastered. The proficiency menu shows what items and buildings use any given proficiency.
Dr. aids 21 小时以前 
i may be stupid, so i feel like i need to ask. is there no way to pioneer or brute force basic skills like construction or carpentry? usually, all three of my starting colonists dont have construction unlocked so i just cant build walls. do i have to just manually set their knowlage up or wait for weeks for a raider who knows it to eventually show up?
Vic 11 月 23 日 下午 7:24 
It's a great mod, but after trying this, I found an issue. Since I play with a bunch of other mods, I would need to manually edit every other modded item to require proficiencies or find a patch...
Be nice 11 月 22 日 上午 5:57 
@wumpi aw man, sorry for wasting your time, reinstalling rimworld fixed the problem. Thank you for pointing out the issue and thanks for all your work on this mod! I can see it becoming one of my favorites.
Zero 11 月 22 日 上午 5:14 
@wumpi
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.
Wumpi  [作者] 11 月 22 日 上午 3:27 
Not able to replicate the issue with either RR and VSE
Wumpi  [作者] 11 月 22 日 上午 2:51 
@Zero practical knowledge is obtained by using it. To learn carving for example, craft or build things that list it as a requirement.

@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?
Be nice 11 月 21 日 下午 8:05 
Just installed the mod and every time I click the Learning button it just throws an error. Research is still done despite it saying no one has the required proficiencies and even though the 'unqualified building project' warning pops up, they can still build everything.

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
Zero 11 月 21 日 下午 5:56 
I'm interested in the pioneering aspect of it, as I like the idea of developing the knowledge needed to build everything, and in a new colony, even walls are a luxury I don't have yet. In order to learn the proficiency... I either need a teacher that I don't have, or pioneer it, but I can't select pioneering for carving or woodworking, any tips on how this works? The menus aren't quite intuitive either, so I'm not sure if I am missing something or not.
Samaj 11 月 17 日 上午 8:48 
Stools have carpentry requirement? I don't think so.
Retsu 11 月 16 日 下午 11:31 
Tried to teach without a table using a teacher's spot, everyone skipped out on the lesson because there is no chair, can't build any chairs because they never learned the carpentry skills
Abbot 11 月 16 日 上午 8:42 
@SMercisk Awesome, thanks. I'll do my next playthrough with both enabled, should be a blast.
SMercisk 11 月 16 日 上午 8:33 
@Abbot absolutely. You even need proficiencies to learn certain technologies or do certain kinds of research like material inspection.
Abbot 11 月 16 日 上午 4:37 
Is this compatible with research reinvented?
Joe 11 月 15 日 下午 8:57 
Okay, this mod is unplayable for me, but I like the concept, elaboration and potential. maybe one day pawns with a construction 20 will know how to nail one board to another without dancing with tambourines - who knows? Let's believe in the best.
SMercisk 11 月 15 日 上午 4:04 
bro you don't need a teacher's table to teach with this mod, there's a teaching spot :skul:
Samaj 11 月 15 日 上午 3:49 
Gave a well-earned like, as I don't know how to build any table from scratch.
Joe 11 月 15 日 上午 3:20 
Great mod: The colonists starved to death because they couldn't build a teacher's table out of ♥♥♥♥ and sticks. very deep gameplay. get a well-earned dislike :steamthumbsup:
Ultimoos 10 月 31 日 上午 11:21 
A pawn designated for pioneering will only do that when no research project is active. Is this intentional or a bug that I a experiencing?
WillowTheWisp 10 月 29 日 下午 12:25 
My colonist won't pioneer. I want them to learn the basics of anatomy at a research bench, but they just end up being idle. What am I missing?
sormly500 10 月 27 日 上午 2:49 
would love to know if you or anyone else makes a patch for yayos combat
HSK |『×͜×』✿ mita 10 月 26 日 上午 11:43 
add the xsk adaptation, as they can't make a ready-made mod due to the license, and only modders know how to make it:wtq:
Schnick 10 月 26 日 上午 7:32 
Great mod, love the challenge this provides.
Could you be interested in creating a compatch for Progression: Education?
This really makes classrooms the center of the colony
Ennian 10 月 25 日 下午 1:07 
I seem to be having an issue that all children I recruit never have any proficiencies, including the ability to speak. These are 10, 11, 12 year olds without anything. Is that a potential mod conflict, or is this intended?
hlo120435 10 月 25 日 上午 7:32 
mod was working fine in my save till it just randomly broke one day. when i select a schedule to the teachers desk, the desk breaks, the options in the ui dont work. cant select a different schedule, cant destroy, cant reinstall, pawns wont attend. i tried a dev quicktest and it worked with no problems there so idk
Deankiller Turnupseed 10 月 25 日 上午 4:10 
is this compatible with progression: education?
fyodord 10 月 24 日 下午 11:59 
Very neat ideas, despite the janks and micromanagement. I have 16 year colony now and still have lots of techs beyond my reach. I guess with enough polish this will be one of irreplaceable mods.
toetruckthetrain 10 月 22 日 下午 1:29 
is there a way to scale down the UI? im on a low resolution monitor and a lot of the scheduling information doesnt fit, the whole last 3 days arent even available
Fluttershy 10 月 22 日 上午 11:47 
Look like pioneering doesn't contribute to the intellectual skill. I find it weird. Is it intentional?
SMercisk 10 月 21 日 上午 9:23 
@dma You need carving to learn principles of woodworking, and you can learn carving by making short bows and some other furniture that I have forgotten.
Zer0 10 月 21 日 上午 8:00 
@dma The proficiency tab sometimes has info on what for this specific knowledge is needed for. Sometimes you don't need the proficiency to TRY to make the thing (you'll likely fail, but gain experience), and sometimes you cannot even attempt to craft/build it (e.g., the walls). For woodworking I've made a bunch of short bows. That, or a pile of small wooden sculptures. It's been a while so I can't remember for sure
dma 10 月 21 日 上午 1:29 
I tried using this mod but none of my starting colonists had Principles of Woodworking which meant none of them could even build a wooden wall. Is there a way to learn this naturally or am I SOL? I don't really want to wait for a raid, abduct a prisoner, and convert them just to be able to build wood walls?
Captain_DonKarnage 10 月 20 日 上午 9:53 
This mod is disgusting.
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.
Thegrinch 10 月 20 日 上午 1:44 
Cool idea, will use it for my next run, don't burn yourself out on it.
Samaj 10 月 13 日 下午 3:34 
I have to say, really great mod, I didn't know I needed it. Research now is never too fast as usually happens in vanilla. Even building a bed is an accomplishment :)
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.
TeH_Dav 10 月 9 日 下午 10:32 
I am open to any ideas and suggestions you may have; I'm more than willing to try. I would never expect anyone to dedicate a vast amount of time to a project like this - I myself do this as a hobby in my spare time. I've only done a cursory read-through of these comments, but I will look through more in-depth and make a list based on some of your comments once I've had some sleep lol.
Wumpi  [作者] 10 月 8 日 上午 11:34 
All that said, I think you're onto something. Most authors never come close to making the "Systems" parts of their mods reusable for other solutions, but I suspect yours is quite close.
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.
Wumpi  [作者] 10 月 8 日 上午 11:34 
For LL in particular, a proficiency has multiple types of XP, and expectations for multiple mechanisms to generate that XP. A lesson that only includes a lecturer might generate one type. A lesson that includes a work station or reagents might generate a different or multiple types of XP. While these things could possibly be handled with some heavy harmony patching and per-learning-tick conditional logic, a system that allows us to specify conditions on whether a topic can be taught or learned by a pawn, whether a classroom is equipped for a specific topic, what "learning" actually means as far as what numbers need to go up behind the scenes, and I'm sure a ton more.
Wumpi  [作者] 10 月 8 日 上午 11:34 
Next, the "type" of learning. The documentation makes it look like "skill learning" is baked into the system. This tight coupling means that to tie in, I would either need to write some of my own learning-system handling code and bypass yours, or try to find a hacky solution that bypasses skill and skill defs in favor of my own.
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.
Wumpi  [作者] 10 月 8 日 上午 11:34 
You allow tie ins to the calculation system via patching LearningCalculator. This is fine if the integrating mod is only interested in modifying learning rate of skill universally - like checking their own traits. This isn't really flexible enough for a general purpose learning 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.
Wumpi  [作者] 10 月 8 日 上午 11:34 
@TeH_Dav
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:
TeH_Dav 10 月 7 日 下午 9:02 
@Wumpi It was based on CSL, but it goes far beyond what that mod did. While currently the only form of lessons available are skills (and a lunch period, and ideological lessons), it is very extensible. There is API documentation in the readme that comes with the mod. I just uploaded a more up-to-date readme, since it had been a while since I updated it anyway.
Wumpi  [作者] 10 月 7 日 下午 4:14 
@TeH_Dav
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?
TeH_Dav 10 月 7 日 下午 12:22 
@Wumpi Are you okay with me attempting mod compatibility on my end? I'm the author of that other mod.
veoba 10 月 7 日 上午 4:09 
Sad:steamsad:
Wumpi  [作者] 10 月 6 日 下午 9:54 
@veoba
no
veoba 10 月 6 日 下午 1:14 
Noxilie 10 月 2 日 上午 7:01 
>This mod really doesn't work with Vanilla Factions Expanded: Tribals with the wild start. You can't do any research; thus can't build anything.

Just use the "tribal gathering" ritual until you could do the real research.
Bartholomew Marmalade 9 月 30 日 下午 8:14 
This mod really doesn't work with Vanilla Factions Expanded: Tribals with the wild start. You can't do any research; thus can't build anything.