Skill lock mod for A12

Started by filippe999, June 08, 2016, 10:44:08 PM

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filippe999

Hello fellow rimworlders!

So lately i've came back to this awesome game on my heavily modded instance of A12, i'm aware there is a new version out there, but considering how long and how annoying it is to setup mods in rimworld, i'm sticking with my current selection.
So, thanks to Training Racks 1.0 I can train my MAI's in the art of crafting, but when a MAI reaches level 20 in crafting it will still train crafting as such.
Do you know of any mods working for A12 that restrict a high-skilled colonist from using a workshop? Like assigning a skill range to be able to use said workbench.

skullywag

Minimum skill is already a thing on vanilla bills. Or do you need more than that?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

filippe999

The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.

joaonunes

Quote from: filippe999 on June 09, 2016, 07:18:29 AM
The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.

remove the work checkbox relative to that skill or lower the priority so he wont be doing it as often...
Do you want your colonists to look manlier?
Get a free mustache sample here!

filippe999

Quote from: joaonunes on June 09, 2016, 02:55:59 PM
Quote from: filippe999 on June 09, 2016, 07:18:29 AM
The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.

remove the work checkbox relative to that skill or lower the priority so he wont be doing it as often...

I still want the worker to do the specified role, i just don't want him to use the training rack.
Lowering priority didn't give any effects.

joaonunes

Quote from: filippe999 on June 09, 2016, 08:21:48 PM
Quote from: joaonunes on June 09, 2016, 02:55:59 PM
Quote from: filippe999 on June 09, 2016, 07:18:29 AM
The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.

remove the work checkbox relative to that skill or lower the priority so he wont be doing it as often...

I still want the worker to do the specified role, i just don't want him to use the training rack.
Lowering priority didn't give any effects.

I dont think there is any mechanic similar to what you are asking in the game, it only recognizes the minimum requirement and adding an upper limit would require some coding...

Have you ever thought of making your own mod?
Do you want your colonists to look manlier?
Get a free mustache sample here!

filippe999

No, but if it might be interesting to try my hands at coding again.
Do you know a tutorial or reference guide?

Toggle

Quote from: filippe999 on June 18, 2016, 11:05:52 AM
No, but if it might be interesting to try my hands at coding again.
Do you know a tutorial or reference guide?

https://ludeon.com/forums/index.php?topic=14501.0 For any help, questions, assistance needed.

http://rimworldwiki.com/wiki/Modding_Tutorials
http://rimworldwiki.com/wiki/Modding

Wiki written and worked on by modders (And as far as I know mostly alistair)
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?