"Too smart" not working at all?

Started by Gravemore, February 24, 2015, 04:37:37 PM

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Gravemore

Tip reads "Global learning factor +80% /// Mental break threshold +12"

With the recent changes to how skills are gained (crafting mainly) this trait has no positive that i can see at all :/ ..i Should say this trait has no impact in any skill.. time spent.. there's no way this is adding 80% to anything :)

tommytom

Easy to test. Go into dev mode. Make a pawn with the trait, make a pawn without the trait. Test a skill that both have no advantage in. See how much exp they get per "tick" of doing the job (shooting, growing, etc).

MrSurvivor

Maybe you just aren't doing things fast enough to see the difference.
But do as tommy said and you'll see the difference.
But to be frank I don't like it since there's not really enough mood boosting things.

Boboid

Think you're confused as to what the most recent changes did to skill gains.. and also how Too Smart works.

Standard colonists learn at 100%, then modified by passions/nopassions meaning:
Too smart modifies that global learning speed to 180%
A standard colonist learns at 30%/100%/150% due to the x.3/x1/1.5 modifiers
A Too Smart colonist learns at 54%/180%/270% due to the same modifiers.


The change to Crafting xp gain was mostly to do with how it was awarded, previously it was only awarded when something was completed, now however it's gained constantly as work is put into an object.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever