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| name = Skilltrainer
 
| name = Skilltrainer
 
| image = Skilltrainer.png
 
| image = Skilltrainer.png
| description = A one-use super-dose of mechanites which trains a specific skill.<br/>The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed.
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| description = A one-use super-dose of mechanites which trains a specific skill.<br>The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
 
| type = Exotic item
 
| type = Exotic item
| tech level = Ultra
 
 
| hp = 80
 
| hp = 80
 
| marketvalue = 750
 
| marketvalue = 750
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| flammability = 0.2
 
| flammability = 0.2
 
| stack limit = 1
 
| stack limit = 1
| path cost = 14
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| path cost = 15
 
| rotatable = false
 
| rotatable = false
 
<!-- Technical -->
 
<!-- Technical -->
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| trade never stack = true
 
| trade never stack = true
 
| use hit points = true
 
| use hit points = true
}}
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}}{{Info|'''Skilltrainers''' are rare, consumable items that will substantially increase a single, specific [[skill]] of the colonist using the item. It will then be used up and disappear.}}
{{Info|'''Skilltrainers''' are rare, consumable items that will substantially increase a single, specific [[skill]] of the colonist using the item. It will then be used up and disappear.}}
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In places, the game still refers to this item as a "'''neurotrainer'''" (see [[Skilltrainer#Version history|Version history]], below).{{Check Tag|Where?|Fact check - If it is, Where is it still refered to as such and what is the context?}}
  
 
== Acquisition ==
 
== Acquisition ==
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== Summary ==
 
== Summary ==
 
{{see also|Skills#Experience table{{!}}Skill experience table}}
 
{{see also|Skills#Experience table{{!}}Skill experience table}}
Each trainer is attuned to one specific skill and will increase this skill only, which is given as part of the name, such as "Skilltrainer ([[Construction]])" or  "Skilltrainer ([[Social]])".  The skill cannot be chosen by the player, it is a fixed property of the item and is assigned automatically and randomly when the item is generated by the game.
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Each trainer is attuned to one specific skill and will increase this skill only, which is given as part of the name, such as "Skilltrainer ([[Construction]])" or  "Skilltrainer ([[Social]])".  The skill cannot be chosen, it is a property of the item and chosen randomly when the item is generated by the game.
  
 
To use the device, select a colonist, right-click the skilltrainer, then click ''"Use skilltrainer to learn <Skill Name>"''. The skill will increase immediately, the game will display an on-screen message to this effect, and the item will disappear.
 
To use the device, select a colonist, right-click the skilltrainer, then click ''"Use skilltrainer to learn <Skill Name>"''. The skill will increase immediately, the game will display an on-screen message to this effect, and the item will disappear.
  
Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, giving either 35%, 100% or 150% of the base XP depending on the level of passion. Traits like [[Too smart]] or [[Fast learner]] have no effect on the skill gain. Similarly, the learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the trainer always provides the same amount of XP for a given character.  
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Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, giving either 35%, 100% or 150% of the base XP depending on the level of passion. Traits like [[Traits#Too smart|Too Smart]] or [[Traits#Fast learner|Fast Learner]] have no effect on the skill gain. Similarly, the learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the trainer always provides the same amount of XP for a given character.  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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* The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time.  It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine.
 
* The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time.  It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine.
 
* Skill increases in general have diminishing returns.  The lower the current skill level, the more valuable a given amount of XP points is.  Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels'').  Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18.  This is amplified further by every skill point from level 10 onward being subject to decay.
 
* Skill increases in general have diminishing returns.  The lower the current skill level, the more valuable a given amount of XP points is.  Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels'').  Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18.  This is amplified further by every skill point from level 10 onward being subject to decay.
* Skilltrainers can be useful for colonists with the "slow learner" trait, as the xp is applied based on passion alone.
 
 
== Trivia ==
 
Skilltrainers and [[psytrainer]]s are the only members of the "neurotrainer" category which is an old name of the skilltrainers. So in some instances when both trainers are referenced interchangeably "neurotrainer" is used.
 
  
 
== Version history ==
 
== Version history ==
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* 1.1 - the name was reverted back from '''Neurotrainer mech serum''' to '''Neurotrainer'''.
 
* 1.1 - the name was reverted back from '''Neurotrainer mech serum''' to '''Neurotrainer'''.
 
* [[Version/1.2.2719|1.2.2719]] - Renamed yet again from '''Neurotrainer''' to '''Skilltrainer''' and gave them their own category similar to psytrainers.
 
* [[Version/1.2.2719|1.2.2719]] - Renamed yet again from '''Neurotrainer''' to '''Skilltrainer''' and gave them their own category similar to psytrainers.
 
[[Category:Exotic Item]]
 
[[Category:Neurotrainers]]
 

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