[A17] Colony Leadership and Teaching v1.3

Started by Nandonalt, January 22, 2017, 04:27:35 PM

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SpaceDorf

#75
@AngleWyrm I think you are mixing up the taught skills and the bonus of the leader aura :)

From The First Page :

LEADER TYPES

-> BOTANIST: specialized in Growing, Medicine and Animals.
Stat buffs include plant work speed, immunity gain speed, taming chance and more.

-> WARRIOR: specialized in Shooting and Melee.
Stat buffs include move speed, accuracy, hit chance and more.

-> CARPENTER: specialized in Crafting, Mining and Artistic.
Stat buffs include construction speed, work speed, mining speed and more.

-> SCIENTIST: specialized in Research.
Stat buffs include research speed, surgery success chance, learning speed and more.


The specialisations are the Skills the Leaders will Teach.
But only if those skills are equal or above Level 8.

The Stat Buffs are the Leaders Aura, you can check it in the Medical Tab of a Colonist. Those are always active on the Leader and on Pawns near the leader.

I am pretty miffed about this at the moment, because my best Warrior is a better Researcher .. so he always gets elected as Scientist Leader *grmbl*


======== EDIT ========

I forgot my actual request :)

@Nandonalt

I would like to have a Teacher based Restriction of Students.
So everybody goes to the Warrior.
Only Selected for the Botanist, Carpenter and Scientist.

And the Scientists should also Teach Medicine, so he is not completely Useless :-D
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Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Ruisuki

Yes being able to choose teachers is something I'm hoping happens in the future. Is this mod compatible with psychology mayor position though? How do they interact?

AngleWyrm

#77
Quote from: SpaceDorf on March 09, 2017, 12:25:23 PM
@AngleWyrm I think you are mixing up the taught skills and the bonus of the leader aura :)
Anything's possible, I suppose. Which stat bonuses are related to Leadership Auras? Is it this set?
  • TradePriceImprovement
  • RecruitPrisonerChance
  • GiftImpact
Or is it something else, such as maybe a mood buff?

@Ruisuki, isn't the psychology mod a major re-write of basic functionality, and thus incompatible with most other mods?
QuoteThis mod is a complete overhaul of Rimworld's psychological and social systems. The stories that emerge from your pawns' quirks are the most fun part of RimWorld, and this mod aims to expand on that emergent storytelling by increasing the extent and complexity of its systems.
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SpaceDorf

@Nandonalt ..

YO ! are you still active ? I would really miss this one.

Also I have a follow up question/suggestion on teachers :

Are you working on a option to cap the ability to teach to the actual level of the teacher ?
My shooting 10 teacher keeps training everyone beyond awesome ..

Or the teacher would gain some xp by teaching, I have heard some teachers actually still learn something in their field ^^
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

AngleWyrm

#79
If visitors or traders are nearby when the lesson is in progress, they get ping-ed to go to class. Anything they are attempting to do gets interrupted frequently, like once per second.

If they are eating, they drop their food. Then they pick it up and get interrupted again. That happens continuously while class is in session, and then stops when class ends.
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SpaceDorf

#80
I noticed that too, but I had my eating area assigned as classroom as well,
so I thought it might have to do with this ..

I will look again, now that I have a dedicated classroom.

===== EDIT =====

I can confirm AngleWyrms findings.
During a scheduled lesson visitors were interrupted from their activities and tried to go to a different joy item every few seconds.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Canute

Similar when your pawn holding a cult- sermon. But not even at the altar room, its colony wide.
But beside a strange movement no bigger problems with that.

ZE

not sure if its been mentioned before, but those unable/unwilling to do a task, still attends a class for that task

i.e. colonist cannot research, will still attend research class

timeandtherani

Quote from: ZE on May 07, 2017, 03:15:37 PM
not sure if its been mentioned before, but those unable/unwilling to do a task, still attends a class for that task

i.e. colonist cannot research, will still attend research class

Maybe they're auditing the course!  :)

By the way, is this being updated for A17? It's a fun mod and I'd like to add it back.

Alexander_Lem

Quite unimportant note, but it's still buggin me like hell

Why 1st, 7th and 15th?
7th is kinda a midpoint between 1st and 15th (actually it isn't, 8th is), But 15th and 1st are consecutive days. Mathematically it seems logical to do elections on 1st, 6th and 11th days of season, dividing it into three equal time periods.

jts1702

Well, I'll add myself to the failing list, as when dev mode is on, the ballot box has no options, and after years, the elections are still not on, and last election was -.-.

I had to force the election event, which then leaders are immediately selected with no gathering. I wonder if it's a conflict with another mod - such as Prepare Carefully or Quality Builder.

Error window doesn't give any useful messages.

AngleWyrm


Quote from: jts1702 on June 18, 2017, 07:47:24 PM
I had to force the election event, which then leaders are immediately selected with no gathering. I wonder if it's a conflict with another mod - such as Prepare Carefully or Quality Builder.

After some exploration within the code I found a reference to pawn work restrictions, a note about joy assignment. So whenever an election begins I assign everyone a block of about four hours of joy activity, and they have been able to complete the elections.
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jts1702

That does not help. My colonists' scheduling does not matter.

Also, please see the following, which I have no idea where it came from:
Verbs count is not equal to verb props count.
Verse.Log:Error(String)
Verse.VerbTracker:UpdateVerbsLinksAndProps()
Verse.VerbTracker:ExposeData()
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


AngleWyrm

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Tanelorn

#89
I couldn't find an answer here: If we initially choose dictatorship is there a way to change the leader or switch to democracy? I'd really like to know. On top of that, we are only allowed to choose the dictator to teach, and I think we should be able to choose anyone to teach.