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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 | ||
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! Alerts | ! Alerts | ||
| The alerts at the right edge of the screen tell you about issue that need your attention. <br> Keep an eye on the alerts. | | The alerts at the right edge of the screen tell you about issue that need your attention. <br> Keep an eye on the alerts. | ||
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| None | | None | ||
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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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| 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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! Equipping weapons | ! Equipping weapons | ||
| Your colonists arrived with some weapons. Equip them! <br> Select each colonist and right-click on the weapon you want them to equip. | | Your colonists arrived with some weapons. Equip them! <br> Select each colonist and right-click on the weapon you want them to equip. | ||
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|None | |None | ||
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! Forming caravans | ! Forming caravans | ||
| You can form a caravan to send groups of people traveling across the planet! <br> In the WORLD tab, select your home base and click the "form caravan" button. | | You can form a caravan to send groups of people traveling across the planet! <br> In the WORLD tab, select your home base and click the "form caravan" button. | ||
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|None | |None | ||
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! Growing zones | ! Growing zones | ||
− | | To grow food, place GROWING ZONES using the Architect menu. <br> They can only be placed on fertile ground | + | | To grow food, place GROWING ZONES using the Architect menu. <br> They can only be placed on fertile ground <ref> 'Fertile' refers to any terrain type that can support growth of crops. </ref>. |
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|None | |None | ||
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! Home area | ! Home area | ||
− | | The HOME AREA tells your colonists which area to clean and where to extinguish fires. <br> Define the HOME AREA with the Zones category under the Architect menu | + | | The HOME AREA tells your colonists which area to clean and where to extinguish fires. <br> Define the HOME AREA with the Zones category under the Architect menu. </ref>. |
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|None | |None | ||
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| You can talk to people with ? over their heads. <br> Select a colonist and right-click on the character with ? attached to his head. | | You can talk to people with ? over their heads. <br> Select a colonist and right-click on the character with ? attached to his head. | ||
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! Mining | ! Mining | ||
| You can designate where to mine by opening the ARCHITECT menu and selecting the ORDERS tab. <br> Some mineable blocks yield [[Steel|STEEL]], [[Gold|GOLD]], [[Plasteel|PLASTEEL]], and other useful materials. | | You can designate where to mine by opening the ARCHITECT menu and selecting the ORDERS tab. <br> Some mineable blocks yield [[Steel|STEEL]], [[Gold|GOLD]], [[Plasteel|PLASTEEL]], and other useful materials. | ||
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| None | | None | ||
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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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! Storage tab | ! Storage tab | ||
| You can configure stockpiles and storage buildings by selecting them and opening the STORAGE TAB above the bottom-left inspector pane. <br> In the storage tab of a stockpile, you can expand categories to allow or deny specific items. Click the triangles to the left of category names. <br> You can change the PRIORITY of storage. Colonists will fill higher-priority storage first, and move items from lower to higher priority. | | You can configure stockpiles and storage buildings by selecting them and opening the STORAGE TAB above the bottom-left inspector pane. <br> In the storage tab of a stockpile, you can expand categories to allow or deny specific items. Click the triangles to the left of category names. <br> You can change the PRIORITY of storage. Colonists will fill higher-priority storage first, and move items from lower to higher priority. | ||
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<references/> | <references/> | ||
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