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<div style="float: right; margin-left: 2em;">__TOC__</div> | <div style="float: right; margin-left: 2em;">__TOC__</div> | ||
− | All | + | All skills in ''Rimworld'' improve simply while they are used, there is nothing special that needs to be done in addition to that. If a colonist is assigned to a task (via the ''Work'' tab) with a sufficiently high priority, they will, ''eventually'', perform that task and (depending on the task) gain skill points in the governing skill. |
− | However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause | + | However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause food poisoning more frequently, and an untrained miner can waste 1/3 of the potential resources while trying to extract them, and do it more slowly to boot. A colonist may need just a touch of something to be ''exactly'' the pawn your colony needs. |
− | This article will suggest a few special ways to manipulate | + | This article will suggest a few special ways to manipulate colonists into training certain specific skills, even if they have low or no starting levels in that skill. |
− | * Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time. | + | * Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time. |
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+ | __TOC__ | ||
== Task/Skill connections == | == Task/Skill connections == | ||
In a few cases it is not obvious that a specific task trains a seemingly unrelated ability: | In a few cases it is not obvious that a specific task trains a seemingly unrelated ability: | ||
* '''Cooking''': | * '''Cooking''': | ||
− | :* | + | :* Butchering a dead animal |
:* Making [[kibble]] (done at a butchering table) | :* Making [[kibble]] (done at a butchering table) | ||
− | :* Brewing | + | :* Brewing beer (not Crafting or Intellectual, either of which would be plausible) |
:* Making [[smokeleaf joint]]s, either at a [[crafting spot]] or [[drug lab]] <sup>(not clear if this is working as intended)</sup> | :* Making [[smokeleaf joint]]s, either at a [[crafting spot]] or [[drug lab]] <sup>(not clear if this is working as intended)</sup> | ||
* Making medicine and hard drugs (''[[flake]]'', ''[[yayo]]'', etc.) requires and trains '''Intellectual''' (not Crafting). | * Making medicine and hard drugs (''[[flake]]'', ''[[yayo]]'', etc.) requires and trains '''Intellectual''' (not Crafting). | ||
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Additionally... | Additionally... | ||
* Cutting [[stone block]]s does '''not''' train any skill (but requires Crafting to be allowed as a task). | * Cutting [[stone block]]s does '''not''' train any skill (but requires Crafting to be allowed as a task). | ||
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* "Smith" and "Tailor", despite being listed separately, are actually sub-skills of '''Crafting''', and do not have their own skill level. | * "Smith" and "Tailor", despite being listed separately, are actually sub-skills of '''Crafting''', and do not have their own skill level. | ||
+ | |||
* Many '''Construction''' tasks that could plausibly be Crafting tasks (smithing or tailoring) are not. For instance, steel [[hopper]]s (used by [[nutrient paste dispenser]]s), a steel chess table, cloth/wool/fur [[bedroll]]s and fabric/leather [[animal flap]]s are all "Construction". | * Many '''Construction''' tasks that could plausibly be Crafting tasks (smithing or tailoring) are not. For instance, steel [[hopper]]s (used by [[nutrient paste dispenser]]s), a steel chess table, cloth/wool/fur [[bedroll]]s and fabric/leather [[animal flap]]s are all "Construction". | ||
− | == Training a skill == | + | ==Training a skill== |
This is usually only necessary and recommended if you 1) want a certain ability on a specific colonist, 2) can afford to not use this person for normal productive work while they "train", and 3) are willing to invest their time (and yours) for their future in your colony. | This is usually only necessary and recommended if you 1) want a certain ability on a specific colonist, 2) can afford to not use this person for normal productive work while they "train", and 3) are willing to invest their time (and yours) for their future in your colony. | ||
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* '''If you train a colonist by letting them do busy work, you are wasting one of the most valuable colony resources, namely work hours.''' | * '''If you train a colonist by letting them do busy work, you are wasting one of the most valuable colony resources, namely work hours.''' | ||
− | === Daily XP cap === | + | ==== Daily XP cap ==== |
There is a "soft" XP cap of 4000 points per day for each skill, after which experience is at only 20% of normal (multiplied by traits and passions, as normal). Some skills do train quickly, so find a different activity; training over the soft cap is not a good use of time. (This can be seen by [[Skills#Passion|mouse-hoving]] over the skill in the colonist's Bio tab.) | There is a "soft" XP cap of 4000 points per day for each skill, after which experience is at only 20% of normal (multiplied by traits and passions, as normal). Some skills do train quickly, so find a different activity; training over the soft cap is not a good use of time. (This can be seen by [[Skills#Passion|mouse-hoving]] over the skill in the colonist's Bio tab.) | ||
− | === Candidates === | + | ==== Candidates ==== |
A good candidate may not be completely, ''truly'' "useless" - maybe they have skills, just not the skills we want, or no skills that we can use now (maybe because other colonists are better, maybe they just need to be improved). Regardless, a candidate for focused training has 1) no skills that we currently value/need, and 2) some sort of potential we ''do'' value (or we'd ignore them and assign them as our full-time Hauler/Cleaner/Refueler/Ammo loader/Undertaker/Prisoner Feeder/etc.). | A good candidate may not be completely, ''truly'' "useless" - maybe they have skills, just not the skills we want, or no skills that we can use now (maybe because other colonists are better, maybe they just need to be improved). Regardless, a candidate for focused training has 1) no skills that we currently value/need, and 2) some sort of potential we ''do'' value (or we'd ignore them and assign them as our full-time Hauler/Cleaner/Refueler/Ammo loader/Undertaker/Prisoner Feeder/etc.). | ||
Specific combinations of traits (good and bad!) and/or passions can determine if a colonist is a trainee candidate or a faceless drone. | Specific combinations of traits (good and bad!) and/or passions can determine if a colonist is a trainee candidate or a faceless drone. | ||
− | === | + | === Temporary Zone restrictions === |
− | + | ||
− | + | A technique that is mentioned a few times in this article, is to create a [[zone]] specifically to restrict a colonist to a very certain area, in order to force them to perform a task. | |
+ | |||
+ | As an example, let's say you want a colonist to smooth the floor in your freezer in the next few days, and ''do nothing else''. In this case, you will create a new [[zone]] for them, containing exactly these areas in your base: | ||
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+ | * the area where the work needs to happen (freezer in this example) | ||
+ | * the colonist's bedroom (so s/he can go to rest as usual) | ||
+ | * the recreation area and dining table | ||
+ | * a place where food is stored, so they can get their meals (maybe not necessary in this example, because the freezer is already covered, but critical to include) | ||
− | + | These areas ''do not have to be adjacent'' (connected). The zone can be composed of several disconnected areas. | |
− | + | Now you use the "Schedule" tab to restrict them to this newly created zone. S/he can still move freely ''between'' those areas, but will not perform any "task" unless that task is ''inside'' the designated zones. This means s/he will not use any skills outside the temporary zone, and you will not need to manipulate her work tab to keep her from doing anything but smooth the freezer floor. | |
− | + | ||
− | + | This is a very effective method, not just for training, but for prioritizing important work in general. For instance, if you have several colonists assigned to Construction, you can assign all but your best ''away'' from your new dining room furniture that you're building. | |
== Combat training == | == Combat training == | ||
− | If you feel you are not prepared for the next raid, you can train a few combat abilities. This | + | If you feel you are not prepared for the next raid, you can train a few combat abilities. This will always need to be done manually, i.e. with the trainee drafted. That means you can not manage the colony in the mean time, and it can be difficult to train more than one colonist at a time. This probably means a net loss of productivity in your colony, so only do it if you feel it is really necessary. |
− | You can | + | You can also assign them "[[Hunt]]ing", but this is slow and dangerous; animal "revenge" is always a risk. However, it has its advantages (see below). |
− | + | === Shooting === | |
− | + | The best way to train shooting is to assign the colonist to the "hunting" task. Giving them a long-range weapon, for example, a [[bolt-action rifle]] makes hunting safer because animals are less likely to enrage and retaliate if shot at from long range. To be safe, only hunt passive animals that will never retaliate. | |
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− | + | Deliberately damaging your own structures or buildings does not improve your shooting skill. | |
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− | Giving a really bad shooter a weapon not suited for the task, such as a [[machine pistol]] of "awful" quality, means that they will possibly hunt for a ''long'' time before actually killing the animal. Do not expect | + | Giving a really bad shooter a weapon not suited for the task, such as a [[machine pistol]] of "awful" quality, means that they will possibly hunt for a ''long'' time before actually killing the animal. Do not expect a colonist that you train this way to be very productive for the colony. |
− | + | The best possible method is with an [[EMP launcher]] or [[smoke launcher]], since they do no damage, and therefore, a colonist can train for an indefinite amount of time without chance of hurting an animal and possibly triggering revenge. | |
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− | + | ===== Aggravating animals ===== | |
+ | Outside of hunting, some resilient animals such as the [[Megasloth]], [[Rhinoceros]] and [[Thrumbo]] can give a lot of shooting skill by kiting them, and slowly shooting them with a low DPS weapon. You need to be very careful with this approach because those animals do a lot of damage if given the chance to get into your melee range. | ||
− | + | This is a special case of deliberately slow "hunting". | |
The best weapon types for this tactic are weapons with a fast windup and high shot frequency, not too short a range, and low damage. This makes you use the skill more often, by firing more shots and having your "training dummy" last longer from low damage. | The best weapon types for this tactic are weapons with a fast windup and high shot frequency, not too short a range, and low damage. This makes you use the skill more often, by firing more shots and having your "training dummy" last longer from low damage. | ||
− | + | This approach does require extensive micromanagement, and you won't be able to perform other manual tasks in the colony in the meantime. It is even possible that actually killing the animal will take so long that your colonist will pass out from exhaustion or go into starvation. You ''must'' have a capable shooter available to finish off the animal and end the training if necessary. | |
− | + | (If using tamed targets, you can stop before killing them, and train up your Medical colonist(s), patching the target up for next time.) | |
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− | If using tamed targets, you can stop before killing them, and train up your Medical colonist(s), patching the target up for next time. | ||
=== Melee === | === Melee === | ||
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==Civilian Skills== | ==Civilian Skills== | ||
− | You can slow down the work deliberately, by working under poor conditions (outside, in the dark, not using electricity, in the cold, ...). For many skills, experience is granted <u>over time</u> and not by work units. Crafting as slowly as possible means you will waste less material in the same time span. Only do this while crafting at level 5 or lower; from level 6, you can expect to at least break even on average with regards to material cost. | + | You can slow down the work deliberately, by working under poor conditions (outside, in the dark, not using electricity, in the cold, ...). For many skills, experience is granted <u>over time</u> and not by work units. Crafting as slowly as possible means you will waste less material in the same time span. Only do this while crafting at level 5 or lower; from level 6, you can expect to at least break even on average with regards to material cost. |
=== Animals === | === Animals === | ||
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The ''animals'' skill is very versatile, and can be trained in various ways. | The ''animals'' skill is very versatile, and can be trained in various ways. | ||
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* Milking or shearing animals can fail, resulting in ''all'' of the product going to waste; this is especially painful when shearing (gathering wool), because wool takes many days to grow back. | * Milking or shearing animals can fail, resulting in ''all'' of the product going to waste; this is especially painful when shearing (gathering wool), because wool takes many days to grow back. | ||
− | Because of this it is best to let unskilled animal handlers only ''train animals'' that are already domesticated. If this fails, some food will be wasted, and the animal might lose some training from decay, but nothing worse will happen. Only your qualified animal handlers should be allowed to | + | Because of this it is best to let unskilled animal handlers only ''train animals'' that are already domesticated. If this fails, some food will be wasted, and the animal might lose some training from decay, but nothing worse will happen. Only your qualified animal handlers should be allowed to milk, shear or tame wild animals. |
− | It is very finicky to assign all your animal handlers to the jobs best suited for them. It can be done with manipulation of temporary | + | It is very finicky to assign all your animal handlers to the jobs best suited for them. It can be done with a lot of manipulation of temporary zone restrictions, but the recommended way is to install a mod like ''Work Tab'': it allows for fine-grained control of the various animals related sub-tasks. |
=== Artistic === | === Artistic === | ||
− | There is not much to be said about training ''artistic''; just have your aspiring artist craft as many [[ | + | <!-- There is probably a preference re Small/Large Sculptures; if not for xp/minute earned, then for materials used - Anyone know?--> |
+ | There is not much to be said about training ''artistic''; just have your aspiring artist craft as many sculptures as possible. | ||
+ | |||
+ | "Awful" sculptures have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed or sold otherwise. | ||
+ | |||
+ | Use the material that you can spare the most of; wood is often a good choice. [[Jade]] has the best balance of beauty and availability, so it should be reserved for more capable, possibly [[mental inspiration|inspired]] artists. | ||
+ | |||
+ | === Cooking === | ||
+ | The ''cooking'' skill level is increased by ''butchering'', ''cooking'' meals at a stove or campfire, brewing beer, and also by making [[smokeleaf joint]]s. | ||
+ | |||
+ | If a low-skilled cook butchers, they will get [[Butchery Efficiency|less leather and meat]], though that's not always a dealbreaker. If a low-skilled cook prepares meals, they carry an increased risk of [[food poisoning]]. This is a fairly disrupting condition that should be avoided, so it is not optimal to train a new cook by letting them prepare meals that you intend to consume (trading them, on the other hand...). | ||
+ | |||
+ | ==== Kibble ==== | ||
+ | [[Kibble]] never carries food poisoning, making it a safe practice food. It is highly profitable to make kibble if you have [[insect meat]] or [[human meat]], and [[hay]] – even if there are no animals to feed – because all kibble has the same market value, no matter the ingredients. | ||
+ | |||
+ | ==== Brewing beer ==== | ||
+ | Brewing has no minimum level, and is not quality dependent except for the time it takes. Let your rookie cooks brew all the beer they want; it will take a little longer, but it will taste just as good. | ||
− | + | ==== Smokeleaf joints ==== | |
+ | This strategy requires ''drug production'' to be researched, and to grow or buy [[smokeleaf leaves]], but training Cooking with smokeleaf production is an excellent strategy. Smokeleaf products have good recreational and cash (trade) value, but be aware that the value ''added'' by making joints from leaves is not work efficient, so outside of training cooks or making the joints for personal use it is better to sell your leaves directly. | ||
− | + | Joints have no quality and obviously cannot carry food poisoning, making it a safe task to train any cook. | |
− | + | Set up a dedicated work bill at the [[crafting spot]] or [[drug lab]], and ''restrict it to the character that you would like to train in cooking''. The character needs to have priority to "Craft" things on the work tab. Make sure the drug lab is not occupied by other tasks; the easiest way is to put the smokeleaf job in the first slot on the list of bills. | |
=== Construction === | === Construction === | ||
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===== Walls and floors ===== | ===== Walls and floors ===== | ||
+ | |||
If you are about to build a lot of [[wall]]s or [[floor]]s in the colony, you can use zones (as described above) or temporarily take your capable builders '''off''' the construction task, and let only your trainee(s) build the floors, walls and roofs. None of these have a quality stat, so it is not possible to create bad products. The apprentices will take a little longer, and probably "botch" construction several times, but the end result will be the same. | If you are about to build a lot of [[wall]]s or [[floor]]s in the colony, you can use zones (as described above) or temporarily take your capable builders '''off''' the construction task, and let only your trainee(s) build the floors, walls and roofs. None of these have a quality stat, so it is not possible to create bad products. The apprentices will take a little longer, and probably "botch" construction several times, but the end result will be the same. | ||
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* Under the "Work" tab, designate the colonist(s) you intend to train so that they can only "Repair". Create a [[zone]] around the training area, and the general facilities of the base, then restrict the trainees to this zone. | * Under the "Work" tab, designate the colonist(s) you intend to train so that they can only "Repair". Create a [[zone]] around the training area, and the general facilities of the base, then restrict the trainees to this zone. | ||
* Skill training becomes much less effective (x20%) after 4000 XP has been acquired in a skill during a day. Take the trainees off the training task by removing their zone restriction after this soft XP cap has been reached for the day. | * Skill training becomes much less effective (x20%) after 4000 XP has been acquired in a skill during a day. Take the trainees off the training task by removing their zone restriction after this soft XP cap has been reached for the day. | ||
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=== Crafting === | === Crafting === | ||
− | The only way to practice crafting is to make things, either at a crafting spot, tailoring bench or smithy. | + | The only way to practice crafting is to make things, either at a crafting spot, tailoring bench or smithy. Fabrication benches are only usable by already skilled crafters. Drug production and brewing does '''not''' train crafting. |
If you have no good Crafters yet, you will produce many items of "poor" or "awful" quality. It is not possible to retrieve raw materials from ''crafted'' items (unlike ''constructed'' items) – after you have crafted an item, you have to either use it or sell it as it is. This means you should not use any valuable materials, such as [[Thrumbofur]], [[Megasloth wool]], [[Hyperweave]] or [[Plasteel]] to practice crafting. Only let your most competent people handle these super-valuable materials. | If you have no good Crafters yet, you will produce many items of "poor" or "awful" quality. It is not possible to retrieve raw materials from ''crafted'' items (unlike ''constructed'' items) – after you have crafted an item, you have to either use it or sell it as it is. This means you should not use any valuable materials, such as [[Thrumbofur]], [[Megasloth wool]], [[Hyperweave]] or [[Plasteel]] to practice crafting. Only let your most competent people handle these super-valuable materials. | ||
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* See [[Textiles]] for a comparative table and full information | * See [[Textiles]] for a comparative table and full information | ||
− | + | Alternately, you could create a couple extra (large) growing zones with [[cotton plant]]s, for [[cloth]] to "practice" with. Even poor-quality [[duster]]s sell for a reasonable price. | |
− | + | If you have a competent crafter (level 8 or higher) that you want to train further, they have the requisite Crafting level (8) to make ([[advanced component|advanced]]) [[component]]s at a fabrication bench. You will need a lot more ''advanced components'' to build the space ship than you can usually buy from traders, so making them early is never a waste of effort. They do not have a quality rating, as long as your crafter can make them you will get full value. Likewise, bionic limbs and organs can be made by anyone who meets the skill requirement, but it is difficult to know in advance which ones you will need (''arms'' are never useless, however). Note also that items without Quality do not trigger an [[Inspired Creativity]] bonus, so they are a good way to train up a crafter before trying for a [[legendary]] item. | |
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=== Intellectual === | === Intellectual === | ||
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Crafting [[wake-up]], [[flake]] and [[go-juice]] are all very profitable, so this is recommended if you do not need another researcher at the time, and can stock up on [[neutroamine]] and [[psychoid leaves]]. | Crafting [[wake-up]], [[flake]] and [[go-juice]] are all very profitable, so this is recommended if you do not need another researcher at the time, and can stock up on [[neutroamine]] and [[psychoid leaves]]. | ||
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+ | === Mining === | ||
+ | Unskilled miners will let resources go to waste if they mine an ore vein. You can check a colonist's '''[[Mining Yield| mining yield]]''' stat to see if they are already at/near 100+%, but even a Skill 6 miner is wasting 5% (or 2 Steel out of every tile), and very high skill levels give a (small) bonus return. If they're not high-skill, do not use them to extract valuable resources from a mountain. | ||
+ | |||
+ | To train miners, restrict them to a temporary zone with a mining job in it that does not include any valuable ores. If you dig into a mountain face randomly, be aware that this could become a space for [[infestation]]s to spawn if the location is too close to your colony. | ||
+ | |||
+ | If you have developed [[Deep drill| deep drilling]] already, you can let your apprentice miners work the drills. Waste of resources is usually not a problem anymore at this point. | ||
+ | |||
=== Medical === | === Medical === | ||
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'''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | '''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | ||
− | Whether caused by [[Ailments| | + | Whether caused by [[Ailments|iinjury or included from the start]], it's often an improvement to a colonist to replace a damaged limb or organ; a heart with even minor [[Ailments#Artery blockage|artery blockage]] can cause a fatal heart attack at any moment. See various links on [[artificial body parts]] for costs and improvement/penalties the post-operative patient will acquire. |
− | ==== | + | ==== Animals ==== |
− | If human subjects are not | + | If human subjects are not available, you can "'''sterilize'''" and then '''euthanize animals''', either tame or wild ones that are "rescued" after not [[downed]] but not killed. This not only gains Medical XP, but gives a larger yield of leather and meat than hunting an animal. This is a shorter procedure than the jaw replacement (worth only a third of the XP) but it has <u>no medical skill requirement</u>, so is great for training completely unskilled doctors. A failed procedure is both unlikely and of no consequence. You can euthanize one of your tame animals, or "rescue" a hunted (downed) animal, just to euthanize it straight away. Tame chickens are the best source of animals, because the breed like flies and you usually want to weed out the males, and euthanizing a freshly hatched chick will give the same XP as any other animal would. |
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− | Tame chickens are the best source of animals, because the breed like flies and you usually want to weed out the males, and euthanizing a freshly hatched chick will give the same XP as any other animal would. | ||
==== Non-elective surgery ==== | ==== Non-elective surgery ==== | ||
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:: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | :: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | ||
− | : Removing any organ will give all colonists without the [[Psychopath]] or [[Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) | + | : Removing any organ will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) |
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=== Plants (growing) === | === Plants (growing) === | ||
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=== Social === | === Social === | ||
− | + | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. | |
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− | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier | ||
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | ||
− | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive | + | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive. Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills. |
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