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+ | [[File:LearningHelper.png|frame|Some of the lessons in the Learning Helper. From earlier versions.]] | ||
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+ | Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now. It can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time. | ||
The learning helper can have custom lessons added by mods. | The learning helper can have custom lessons added by mods. | ||
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− | {| {{STDT| sortable c_08}} | + | |
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+ | == List of lessons == | ||
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+ | {{UC}} | ||
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+ | {| {{STDT| sortable c_08 text-center}} | ||
! Name | ! Name | ||
! Content | ! Content | ||
− | ! | + | ! Activation trigger |
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! Animals don't attack doors | ! Animals don't attack doors | ||
− | | Manhunting animals generally won't attack doors or inactive turrets. <br> You can escape them by getting inside or behind a wall. But they'll wait for you.<ref>They '''will''' attack doors if they see a colonist go behind it to hide.</ref> | + | | Manhunting animals generally won't attack doors or inactive turrets. <br> You can escape them by getting inside or behind a wall. But they'll wait for you. <ref> They '''will''' attack doors if they see a colonist go behind it to hide. </ref> |
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| To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it. | | To send items or silver to orbital traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it. | ||
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| When an enemy is downed on the ground but not dead, you can CAPTURE them. <br> To capture, select a colonist, right-click on the incapacitated enemy, and select Capture. You'll need an extra bed marked for prisoner use. | | When an enemy is downed on the ground but not dead, you can CAPTURE them. <br> To capture, select a colonist, right-click on the incapacitated enemy, and select Capture. You'll need an extra bed marked for prisoner use. | ||
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! Drug policies | ! Drug policies | ||
− | | You can assign colonists to take specific drugs on a specific schedule. For example, you can make them take [[Penoxycyline|anti-malaria drugs]] regularly, or drink a beer a day to stay happy | + | | You can assign colonists to take specific drugs on a specific schedule. For example, you can make them take [[Penoxycyline|anti-malaria drugs]] regularly, or drink a beer a day to stay happy <ref> Not recommended as colonists drinking a beer every day will quickly get addicted and suffer from various alcohol-related ailments. </ref>. |
<br> Open the ASSIGN tab and press the 'Manage drug policies' button. Create a new drug policy. Then, you can assign this policy to colonists. | <br> Open the ASSIGN tab and press the 'Manage drug policies' button. Create a new drug policy. Then, you can assign this policy to colonists. | ||
<br> Colonists can still take drugs not in their policy. You can tell them what to do, but they also follow their own desires! | <br> Colonists can still take drugs not in their policy. You can tell them what to do, but they also follow their own desires! | ||
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− | ! | + | ! Prisoner tab |
− | | | + | | Look in a prisoner's 'Prisoner' tab to set how they'll be treated. You can set whether they'll be recruited, ignored or executed, whether they eat, and what kind of medical care they get. Colonists with the Warden work type will interact with the prisoner. |
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! Rescuing | ! Rescuing | ||
| To rescue a wounded person, select a healthy colonist and the right-click on the wounded one. <br> If you rescue a non-colonist, they won't necessarily join your colony. They may simply walk away after healing. If you want to guarantee that they join, capture them and recruit them. | | To rescue a wounded person, select a healthy colonist and the right-click on the wounded one. <br> If you rescue a non-colonist, they won't necessarily join your colony. They may simply walk away after healing. If you want to guarantee that they join, capture them and recruit them. | ||
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| [[Shield belt]]s stop ranged attacks from coming in or out. They have no effect on melee attacks. <br> To fight against shield belts, either concentrate a lot of gunfire on the target, or fight hand-to-hand. | | [[Shield belt]]s stop ranged attacks from coming in or out. They have no effect on melee attacks. <br> To fight against shield belts, either concentrate a lot of gunfire on the target, or fight hand-to-hand. | ||
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| Sick people can watch TV while laying in bed. | | Sick people can watch TV while laying in bed. | ||
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| To communicate, select a colonist and right-click on the comms console. | | To communicate, select a colonist and right-click on the comms console. | ||
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<references/> | <references/> | ||
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