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: (* assuming no other learning modifiers - see [[Global Learning Factor]])
 
: (* assuming no other learning modifiers - see [[Global Learning Factor]])
  
Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast.
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If you intend to train up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training up from Level 6 to level 8 is 2.5x as much, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast.
  
 
=== Temporary Zone restrictions ===
 
=== Temporary Zone restrictions ===
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Use the material that you can spare the most of; [[wood]] is often a good choice.  Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.
 
Use the material that you can spare the most of; [[wood]] is often a good choice.  Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.
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=== Cooking ===
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The ''cooking'' skill level is increased by ''butchering'', ''cooking'' meals at a stove or campfire, brewing beer, and also by making [[smokeleaf joint]]s.
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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...).
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==== Kibble ====
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[[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.
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==== Brewing beer ====
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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.
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==== Smokeleaf joints ====
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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.
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Joints have no quality and obviously cannot carry food poisoning, making it a safe task to train any cook. 
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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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* 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.
 
=== 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.
 
  
 
=== Crafting ===
 
=== Crafting ===

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