Editing Training
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Rewrite|reason=Verification, updating, cleanup}} | {{Rewrite|reason=Verification, updating, cleanup}} | ||
− | |||
<div style="float: right; margin-left: 2em;">__TOC__</div> | <div style="float: right; margin-left: 2em;">__TOC__</div> | ||
Line 7: | Line 6: | ||
However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause [[Ailments#Food_poisoning|food poisoning]] more frequently, and an untrained miner can waste 1/3 of the [[Mining Yield|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. | However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause [[Ailments#Food_poisoning|food poisoning]] more frequently, and an untrained miner can waste 1/3 of the [[Mining Yield|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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | __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: | ||
Line 69: | Line 22: | ||
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). | ||
+ | |||
* "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". | ||
Line 89: | Line 44: | ||
==== Lack of passion ==== | ==== Lack of passion ==== | ||
Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | ||
− | : (* assuming no other learning modifiers - see [[ | + | : (* assuming no other learning modifiers - see [[Traits]]) |
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. | 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. | ||
=== Temporary Zone restrictions === | === 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: | ||
+ | |||
+ | * 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 == | ||
Line 101: | Line 69: | ||
You can instead assign them "[[Hunt]]ing", but this is slow and dangerous; animal "revenge" is often a risk, depending on the target. However, it has its advantages (see below), and you can often let them hunt for days without oversight. | You can instead assign them "[[Hunt]]ing", but this is slow and dangerous; animal "revenge" is often a risk, depending on the target. However, it has its advantages (see below), and you can often let them hunt for days without oversight. | ||
− | |||
− | |||
− | |||
− | |||
=== Shooting === | === Shooting === | ||
Line 110: | Line 74: | ||
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 colonists that you train this way to be very productive food-providers for the colony. | 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 colonists that you train this way to be very productive food-providers for the colony. | ||
+ | |||
+ | Deliberately attacking your own structures or buildings does '''not''' improve your shooting skill. | ||
===== Manual hunting ===== | ===== Manual hunting ===== | ||
− | Outside of the Hunting task, a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon. You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime. | + | Outside of the Hunting task, a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon. You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime. |
− | |||
− | |||
: (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight. Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.) | : (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight. Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.) | ||
Line 120: | Line 84: | ||
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. | ||
− | With large targets, it's quite possible that you will [[downed|down]] the target rather than kill it outright. You can then either kill it | + | With large targets, it's quite possible that you will [[downed|down]] the target rather than kill it outright. You can then either kill it or choose your [[medical]] pawn to "Rescue" the animal, patch it up, and then either release it (to later repeat the exercise) or euthanize it (which produces [[Animals#Slaughtering|more leather and meat]] than killing by hunting). |
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. | 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. | + | (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 === | ||
Line 140: | Line 104: | ||
==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 === | ||
Line 152: | Line 117: | ||
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 [[zone]] restrictions and [[pen]]s, 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. | 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 [[zone]] restrictions and [[pen]]s, 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 === | ||
Line 158: | Line 124: | ||
If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | ||
− | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[ascetic]] colonists, but should be deconstructed or sold otherwise. | + | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually 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. 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. | ||
+ | |||
=== Construction === | === Construction === | ||
Line 174: | Line 141: | ||
===== 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. | ||
Line 193: | Line 161: | ||
* 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 === | === Cooking === | ||
Line 211: | Line 180: | ||
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. | 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 === | ||
Line 241: | Line 211: | ||
: (* [[Artificial body parts#Head - Eyes|Artificial eyes]] (of either type) and [[Bionic arm|bionic]] (not "[[Prosthetic arm|prosthetic]]") arms add to [[manipulation]], which always seems to be useful. For the less humane, [[prosthetic heart]]s are cheap to produce, and profitable and mood-penalty free when [[Human resources#Organ harvesting|swapped on prisoners]].) | : (* [[Artificial body parts#Head - Eyes|Artificial eyes]] (of either type) and [[Bionic arm|bionic]] (not "[[Prosthetic arm|prosthetic]]") arms add to [[manipulation]], which always seems to be useful. For the less humane, [[prosthetic heart]]s are cheap to produce, and profitable and mood-penalty free when [[Human resources#Organ harvesting|swapped on prisoners]].) | ||
+ | |||
=== Intellectual === | === Intellectual === | ||
Line 250: | Line 221: | ||
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]]. | ||
+ | |||
=== Medical === | === Medical === | ||
Line 260: | Line 232: | ||
'''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. |
==== Animal patients ==== | ==== Animal patients ==== | ||
Line 281: | Line 253: | ||
:: * 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]].) |
+ | |||
=== Mining === | === Mining === | ||
Line 289: | Line 262: | ||
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. | 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. | ||
+ | |||
=== Plants (growing) === | === Plants (growing) === | ||
Line 298: | Line 272: | ||
* The ''Work Tab'' mod by ''Fluffy'' makes partitioning the growing tasks a ''lot'' easier, avoiding the use of temporary zone restrictions. | * The ''Work Tab'' mod by ''Fluffy'' makes partitioning the growing tasks a ''lot'' easier, avoiding the use of temporary zone restrictions. | ||
+ | |||
=== Social === | === Social === | ||
− | + | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. | |
− | |||
− | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<references /> | <references /> |