RimWorld

RimWorld

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[JPT] Human Resources
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Mod, 1.1, 1.2, 1.3
File Size
Posted
Updated
4.172 MB
4 Jun, 2020 @ 11:12pm
23 Jun, 2022 @ 7:50am
54 Change Notes ( view )

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[JPT] Human Resources

Description
So, the brainiac in your colony spent a whole week locked up in his lab and discovered solar power. Great! Now, how exactly does the builder figures out how to actually build the damn solar panels? Or else: your hunter has been using only bow and arrow for his whole life, so how the heck is he going to operate the space-age pulse charger you just gave him? How can someone grow peaches if he's never seen a peach tree before? Craft a full armor set without knowing how to smith?

What if your pawns had to actually learn their stuff before putting a new technology to use?


This experimental mod with far-reaching consequences completely changes the way research plays out in the game. No longer some abstract concept, technologies become actual knowledge your pawns need to learn from methodical research, by studying the proper books (yes, you get to build a library!) or, when it comes to weapons skills, to be acquired by arduous training (yes, you get to build a dojo!). Proper knowledge of what they're doing will be mandatory for them to build and repair structures, follow recipes, grow crops and equip weapons. This will make you care a lot more for your colonists and give you a whole new perspective on recruiting. It will also raise new obstacles to developing your colony, making the game harder while adding gameplay depth. We hope you're up for the challenge!

IMPORTANT: Read the warnings below before subscribing

Knowledge is power.
Every pawn gets a new inspector tab: Tech. It displays everything he or she knows: technological expertise on one side and weapons proficiency on the other. Both lists are derived from the current game database, so all modded research projects and weapons are automatically included. Newly generated pawns, including NPCs, are assigned a number of techs based on their age, background and faction tech level. This list limits what a pawn can build, repair, grow or craft. To acquire new knowledge, he or she will need to study on the new study desk.

The weapon proficiency works similarly, limiting what weapons the pawn can equip. Any weapon that's linked to a research project will require the pawn to learn how to use it before equipping. Some simple weapons are exempted, and specially good shooters and brawlers start with better weapon knowledge, as do pawns who know how to craft their own. But all pawns will have to spend some time training at the training dummy or at the target stand if they want to wield the latest weapons and stay on top of their game.

Books are mandatory.
Yes, books! This is how humanity stores and shares knowledge and this is how you're going to store and share your technology now. There's a book for every research project on the game (even modded ones), and you can only unlock a technology when you add that book to your library. Of course, this is RimWorld, so finding useful books is not so easy. You can eventually buy them from the new specialized traders, but that's expensive and they rarely visit. You can maybe get them as a quest reward too. But mostly you'll have to write them yourself, by assigning a colonist to a document technology task on the study desk. He will only be able to write about what he knows, of course! This means in order to expand your horizons you'll need to either recruit more talents or do some research!

Researching is hard.
Researching with Human Resources is a little different from the base game. When you select a technology to be researched, you'll need to task an individual colonist. They must be assigned for researching, as usual. But when they do, their work no longer outputs to the research project on the main research tab, but to their own individual expertise instead. And it takes a little longer. If the tech you're researching has any prerequisites, your pawns will only be able to proceed if they already mastered those. On the other hand, if what they are researching is itself a prerequisite to something they already know, their research speed is doubled.


Like what you see? Consider supporting the mod!
[www.patreon.com]
[ko-fi.com]

Warnings:
  1. Not suited to be added mid-game.
    Please, start a new one. Also, we recommend a tribal start, as this mod's restrictions might make the crashlanded scenario actually harder!

  2. This mod relies on ResearchTree (or one of its branches, like ResearchPal - Forked).
    If you don't use one of them yet, what are you doing with your life? They're pretty much mandatory mods. Please, choose one and install it. We could have incorporated Fluffy's code into ours, but we'd rather maintain a lean mod and give you an incentive to get to know and support his work.

  3. This mod was designed to kick your ass! It's supposed to turn RimWorld into something like this. If you can't handle it, maybe it's not for you.

Compatibility
We simply cannot test it with every mod out there. All we can do is design for maximum compatibility and hope for the best. If you're unsure, please give it a shot. If you stumble on any problem, let us know and we'll do what we can to fix it.
Please report issues with Combat Extended to its authors, as it is too hard to patch for.

Available Languages
EN, FR, JP, PT, PT-BR, RU, ZH.
(Help translate it into yours, just drop me a line.)

Acknowledgements
Borrowed code from Fluffy's Research Tree, Jecrell's RimWriter & notfood's ThingDef injection for Psychology. Training Dummy and Target Stand originally designed by Shinzy for Practise Target. Some textures based on designs by Freepik[www.freepik.com].
Code contributions by ElliottCable, Maeyanie, Mehni, MinerSebas, Reiquard and Toby222.
Translations by leafzxg (ZH), Miyuri (ZH/JP), Rémi Dupouy (FR), Qux (FR), WolF8RocK (RU) and Reiquard (RU).
Made possible thanks to the help of Brrains and erdelf on the Harmony Discord channel.
Many thanks to all these awesome people!

GitHub
Open for collaborations on: github.com/jptrrs/HumanResources


The answer to what you're going to ask might have already been answered there.
Popular Discussions View All (12)
46
3 Oct, 2023 @ 1:06pm
PINNED: Found an error, a bug or a glitch? Do this.
jptrrs
20
11 Sep, 2021 @ 1:55am
Thinking Spot Compatability
PartyCowboy
11
28 Feb, 2021 @ 10:11am
E-Books
I blame Earthshaker
1,447 Comments
dannyhou13 17 Jul @ 9:49am 
真的真的好想要
SovG 19 May @ 1:46pm 
Pls 1.5
Wolmer 15 Mar @ 4:18pm 
It would be sooo nice to see 1.5 update at some point in the future...
Crimson Shadow 15 Mar @ 9:34am 
How does this work With weaponry that cannot be researched like persona swords
Volkoff 6 Oct, 2023 @ 4:09am 
please make medieval textures for this mod . rn its not realistic to see a table lamp in medieval times
Enrico 27 Jul, 2023 @ 4:36pm 
I just wanna make libraries, and risk losing research, that's all.
Enrico 27 Jul, 2023 @ 4:34pm 
I NEED a version of this mod that keeps the collective knowledge of the colony (no personal tech tab), while also needing to keep those researched projects inside bookcases.
Erde 15 Jul, 2023 @ 6:36pm 
An preliminary 1.4 version did exist on the author's github already, but someone has now posted a 1.4 version to the workshop which has some further compatibility added as well:
https://steamproxy.net/sharedfiles/filedetails/?id=3004242895
1663326782 7 Jun, 2023 @ 12:20am 
我们需要1.4,大佬
阈限旅者 14 May, 2023 @ 7:45pm 
非常有意思的模组,不过请问什么时候能够更新1.4呢?毕竟现在距离1.4更新已经有很长一段时间了。