RimWorld

RimWorld

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[JPT] Human Resources (1.4 Unofficial)
   
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Mod, 1.4
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4.950 MB
14 Jul, 2023 @ 9:49am
25 Aug, 2023 @ 12:50am
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[JPT] Human Resources (1.4 Unofficial)

Description
NO LONGER MAINTAIN

This mod is too complex for me, maintaining this has drained me too much time.

I have many other ideas to realize, and I'm in a critical year of my academic career, therefore I'm not spare enough to spend much time on a mod I even can't fully understand.

Based on the above reasons, this mod is under indefinite suspension.

If anyone want to take over, source codes are included in files.

-----

Human Resources for 1.4!

Original mod: https://steamproxy.net/sharedfiles/filedetails/?id=2119687603

You should have one of the following mod as prerequisite:

- Research Tree
- ResearchPal - 1.4 Repackage

ResearchPowl is not a valid option.

Compatibility

For legacy info, see the wiki[github.com], most of the patches are still usable.

Compatible with:

- Research Data
- Vanilla Factions Expanded - Medieval

Incompatible with:

- Research Reinvented
- RimFridge: Now with Shelves!
- Project RimFactory Revived

If you find new potential incompatibility, please try to locate which mod before telling me, cause I really have no time to exam a long long modlist, thanks for your understanding.

Original 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.

Full details and guide on how to use this mod here.[github.com]

Disclaimer

This project is under the MIT license, all rights are preserved by original author jptrrs.
63 Comments
SovG 19 May @ 1:47pm 
Please update for 1.5
Alise7716 13 May @ 2:39pm 
Incompatible with Fishery
I try many times and I always get an error when generating maps.
Cedaro  [author] 25 Mar @ 11:50pm 
@MarpatNinja might never
MarpatNinja 25 Mar @ 9:29pm 
Will this mod be updated to work with the new books in 1.5?
Ixcatl 1 Mar @ 4:01pm 
does anyone know how this interacts with Mechanitors?
ChrisPikula 18 Jan @ 9:23pm 
@Gnob, they have to use the H.R. specific training dummies.
Gonb 20 Dec, 2023 @ 5:21pm 
maybe im missing something but Is there a way to teach pawns how to use weapons without having that research done? Im fairly certain some weapons are similar enough to justify this despite not being locked behind the same tech such as longsword/monosword or HMG/assault Rifle or even the recurve bow and the short bow. Or when the empire gives me charge rifles for quests id id like to ask them for a manual
Cedaro  [author] 16 Nov, 2023 @ 2:42am 
@kaczorski :luv:
kaczorski 16 Nov, 2023 @ 1:23am 
Hey Cedaro, thank you for all the work you've done on this amazing mod and good luck with your career :)
보스니아헤르체코슬로 19 Oct, 2023 @ 7:53pm 
@Cedaro Sorry, I was stupid...
why I didn't read description?
Thank you for kind answer