RimWorld

RimWorld

570 ratings
Progression: Education
9
9
4
3
4
6
4
4
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
6.389 MB
20 Oct @ 10:18pm
9 Nov @ 11:23pm
26 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Progression: Education

In 1 collection by ferny
The Progression Modpack | (1.6)
558 items
Description


[github.com]











This marks workbenches from mods as valid benches for training specific skills in skill classes.
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Production
  • Vanilla Furniture Expanded - Farming
  • Vanilla Factions Expanded - Medieval 2
  • Vanilla Factions Expanded - Tribals
  • Vanilla Gravships Expanded
  • Vanilla Cooking Expanded
  • Vanilla Cooking Expanded - Sushi
  • Vanilla Cooking Expanded - Haute
  • Vanilla Brewing Expanded
  • Progression: Agriculture
  • Medieval Overhaul
  • Famine Food
  • Ancient Urban Ruins
  • Vanilla Cooking Expanded - Bakery


This is just for patching scenarios to ensure that they match thematically with the tech they describe, or to ensure you can properly equip the starting equipment.
  • Biotech
  • Odyssey
  • Progression: Scenarios
  • Vanilla Factions Expanded - Pirates
  • Roo's Minotaur Xenotype Expanded


This is just for gear that is weirdly placed, like a shovel being in industrial and stuff like that. Stuff that needs manual patching to ensure it feels right.
  • Vanilla Weapons Expanded
  • Vanilla Factions Expanded - Pirates

Best paired with
- Stranger In Black Techlevel, to make your men in black match the tech era and therefore equipment proficiency.
- Vanilla Factions Expanded - Medieval 2, to have an integrated medieval version of the shooting training.
- Bradson's Main Button Icons (Forked + Expanded), to have an icon for the new bottom button!
- Better Architect Menu, to not overcrowd your menu with the new category. This mod will nests it as a subcategory.
- Progression: Scenarios, so you can start more properly in each era and utilize your proficiency traits in the weaponry found in them.
- Progression: Core, to let you advance through the technological eras to utilize your proficiency traits in the weaponry found in them.

Compatibility
- Compatible with Arcane Technology (ONLY if you disable proficiency, as that replaces its functionality)
- Compatible with Pocket Sand
- Weird with Simple Sidearms (disable the auto equip thing, as it bypasses our checks and spams ♥♥♥♥)
- Incompatible with Choose the Lesson (Obviously, whole new class system)
- Incompatible with Enable Oversized Weapons, the feature is Vanilla anyway so no need to download the mod. Their code breaks our stuff.
- Incompatible with Better Pawn Control for the time being
- Anything in my modpack
- Should work well with most other stuff too

Performance
Seems like basically zero impact if I'm reading it right.

Mid-save Compatible?
Yeah! Plop it in. You'll have to name your existing classrooms though, and if you have proficiency on some colonists might drop their current gear and have to learn it.

FAQ
  • Why can't we add people mid-class? | This would completely trivialize the notion of a class progressing together as a semester. This would break the speed progression of skill classes, and the baseline progression of proficiency classes.
  • My students aren't going to class! | Get a good bell, and if you want turn on the "interrupt all jobs" setting for the classroom to get all students to interrupt everything they are doing to go to class. Keep in mind, this could interrupt jobs like surgeries and whatnot, use it at your own risk.
  • Why this whole proficiency thing? | This is a progression mod, at the end of the day! Feel free to disable the feature in the mod options.
  • Is this a replacement for Progression: Equipment? | Yes! Should be way more functional now.
  • Can you make this compatible with Misc. Training? | Nope, just use this mod or the other one. It would be very silly to use both, as we do the same things in different ways. If you use this mod, you are getting all of the elements of that mod in a different way.
  • Can you add an icon for the bottom bar? | https://steamproxy.net/sharedfiles/filedetails/?id=3532359201
  • I can't read any of this cause i'm in the UK | I'm sorry, you gotta figure it out on your own. Use a free VPN or something.
  • Is this a Vanilla Expanded mod? | No, just cause Oskar helped with art doesn't make it a part of that series. This is distinctly a Progression mod in its design.

Credits
Ferny - Project lead, design and XML
Oskar Potocki - Co-designer, Art
Taranchuk - C#
Holgast - Inspiration for neolithic buildings
OELS - Vehicle Map Framework compatibility




[discord.gg]
Popular Discussions View All (2)
15
18 hours ago
Suggestions
Deggial
1
21 hours ago
Suggestion - adding to class
Malu
604 Comments
物理系魔法师 5 hours ago 
Oh, sorry! I completely forgot that the learning progress is calculated based on the overall course schedule. In that case, I'd better set up a separate class for colonists with external assignments to avoid holding others back.
ferny  [author] 13 hours ago 
@viosull You can nerf it in the settings, maybe we'll nerf the default value a bit. But if you got them grinding in school that long maybe that could be valid
viosull 14 hours ago 
I do think the daycare system might be a little broken, I have a pawn that was born in the colony and has had an education for 10 hours a day, and now at nine years old they have four skills above level 10, the highest being 17, and the other skills around 4-9
ferny  [author] 14 hours ago 
@xande.strada2206 The blackboard has a building infront of it blocking it from being seen by the students
@物理系魔法师 This would allow you to fully cheat the progression, instead just suspend the class.
物理系魔法师 18 hours ago 
If a student is temporarily unavailable (for example, due to participating in combat, joining a caravan, etc.), can this person request leave while others continue with classes? Additionally, due to unknown reasons, after canceling the day's classes because of student absence, the teacher encountered some issues.


The following is the error log:
JobDriver threw exception in toil CarryIngestibleToChewSpot's initAction for pawn 佩雷莉 driver=JobDriver_Ingest (toilIndex=6) driver.job=(Ingest (Job_2120780) A = Thing_MealFine2689266 Giver = JobGiver_GetFood [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref AEDB5F06]
at ProgressionEducation.TimeAssignmentUtility.CanUse (Verse.Pawn pawn, Verse.Building building) [0x0003f] in <cac0991973e34ea88ede83f4f913b527>:0
xande.strada2206 21 hours ago 
Bom dia, estou com esse erro >> Tiro class cancelled today, blackboard (1x3) is blocked.
SilverWolf347 9 Nov @ 11:51pm 
I didn't actually see that was an option until now. I'll try it in the future.
ferny  [author] 9 Nov @ 11:46pm 
@SilverWolf347 You can just suspend the class in that instance right?
SilverWolf347 9 Nov @ 11:41pm 
If a teacher for a class is incapacitated when the class starts, the bell for the class rings repeatedly and the pawn keeps getting flip flopped between standing up and being incapacitated every other second. It causes a ton of lag. If there could be a way to send in a substitute to teach the class, or just outright cancel the class for that day, it would go a long way.
ferny  [author] 9 Nov @ 11:23pm 
v26
- (SUPPORT) VFE Pirates "Low Orbit Crash" scenario now starts you with high-tech proficiency
- (SUPPORT) Roo's Minotaur Xenotype Expanded "Poverty Tourists" scenario now starts you with high-tech proficiency
- (FIX) Visual overlap on research projects in Vanilla research menu