We already have a min cap, but a max cap could allow dedicating some bench bills to students and segment the skill upgrade curve.
Then you'd be having your best colonists using there own top bills only
This would be nice, yeah.
Or will be even better if you could assign bench to person (same way like beds are working).
That would not exactly match the goal I have, which is to have some "Students" workbenches.
Because they are shift workers, there will be a diff. colonist using the bench, depending on the time of the day.
That option would be nice for forcing only one colonist to operate the bench.
Edit:
my last sentence was not exactly precising things: I find it interesting because it would allow not only one guy per bill, but several bill specialists and only these ones.
Maybe a mod can add this property to bills abstract? Hopefully, this could be added to all bill types, but it might need some behavior changes, when the colonists check for work?
I will have a quick look at mods structure (xml first) and will start trial and error with this idea... Just installed myself a new VS express, just in case I feel having my hands dirty soon :D
It kinda shocked me that this didn't come out when the Min setting did - I mean there was already a mod that did both Min and Max skill lock on the alpha before.
I mean there is an obvious need for them - the 'Student' benches as someone else called it. Its pretty helpful to have a bench constantly making wooden shivs, or cloth tshirt with a skill cap of 5-10. It means the lower level guys can spend all day making nothing to get their skills up, but also if they are busy my master tailor wont stop pumping out legendary human skin hats to make a few awesome wooden swords
Interesting to know someone already made it into a mod. Could you point me on this one out?
Quote from: Mikhail Reign on May 09, 2015, 04:10:37 PM
I mean there is an obvious need for them - the 'Student' benches as someone else called it. Its pretty helpful to have a bench constantly making wooden shivs, or cloth tshirt with a skill cap of 5-10. It means the lower level guys can spend all day making nothing to get their skills up, but also if they are busy my master tailor wont stop pumping out legendary human skin hats to make a few awesome wooden swords
That's exactly it
Like I said it was for the previous alpha - but here ya go
[MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!) (https://ludeon.com/forums/index.php?topic=10908.0)
Thanks!
Woww... For it to replace existing bills, it's got use for .net reflection to track/replace a few classes in the process with his own and retrigger logic afterwards...
I've seen them this afternoon in the game's assembly and recognized some of them, like WorkGiver_DoBill, but wasn't aware of SkillComp... Anyway, I'll give it a further look, but I am afraid I am not a big fan of reflection to inject my types into the program's core... Might have to wait for Tynan to possibly add it inside directly... It doesn't look that bad, but with 2-3 hours of looking at it from quite far away, I don't consider myself able to judge on this.
I will at least keep on looking at it and also possibly make that mod work for A10 as a quick test. As is, it could be that it's already working without any changes to the new classes.
Ahahaha, level grinding ...IN SPACE!
By the way...
Does anyone suggested a provision in case a colonist -while working on a bill- goes above it ?
On one hand it does avoid overqualified worker on a job, on the other hand, what if the worker don't finish his current-work ? (Of course it the player's job to make sure a critical job is always done)
Could be worth a tutorial-notice saying : "no crafter/job available to do Bill" (equivalent to hunter lack weapon)
Quote from: StorymasterQ on May 10, 2015, 09:04:07 PM
Ahahaha, level grinding ...IN SPACE!
That's right! You can't get rid of the simulation mood, when it's biting your calf hard!
No one responded to my thread a few days ago with the same subject :(
That said this is an obvious and cheap necessity for countless reasons
There are indeed a lot of ok reasons to have this, yeah.
Having "students" is one of them.
Oh I never thought of this. I was always annoyed when I had my one really good crafter doing something like making stone block but a crappy crafter making swords.
Yes, this one is also a good reason for having this high skill limit added into bills and checked.
Out of curiosity, I went surface checking the code a bit more and I think it would mean at least these more precise changes in the game:
- Bill and RecipeDef classes needs max properties added
- Bill tabs for UI interaction with the prop
- Verse.SkillRequirement 's definition and assignment
- The Job giving skill comparison logic to check for high skill limit, located in Verse.SkillRequirements.PawnSatisfies() method
+1.
+1 to this.
Would definitely aid in helping to aid in training our low level crafters and prevent the high level ones from hogging the crafting table and let them do something else instead.