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LxO - Learn to Survive

Your colonists are no longer static. They learn. [b]Learn to Survive[/b] adds five new intelligence stats that grow over time as your colonists perform activities. They start at vanilla behavior (Level 0) and progressively become smarter -- hauling more efficiently, cleaning before cooking, avoiding bedrooms, seeking cover in combat, and choosing better food. [b]Skills never decay.[/b] Losing a veteran colonist means losing years of learned intelligence. Every raid, every haul, every meal matters. [hr] The Five Stats Hauling Sense (20 Levels) Your haulers evolve from carrying one item at a time to merging nearby stacks, batching by destination, prioritizing perishables, and coordinating with other haulers. At mastery, they mentor nearby pawns. [list] [*] Walks to nearby stacks and merges them into one carry [*] Prefers closer haul jobs, prioritizes perishables [*] Construction material staging [*] Hauler coordination to avoid duplicate trips [/list] Work Awareness (20 Levels) Workers learn to check nearby for tasks before walking across the map, clean the kitchen before cooking, gather all ingredients in one trip, and chain deconstruct/harvest jobs before hauling. [list] [*] Proximity-aware task selection [*] Pre-task cleaning for cooking and crafting [*] Task chaining: deconstruct 5 walls, THEN haul the steel [*] Batch construction material delivery [*] Preferred workstation bonus (+3-8% speed) [/list] Path Memory (20 Levels) Colonists build a mental map of the colony. They learn shortcuts, avoid walking through bedrooms and hospitals, remember danger zones, prefer constructed floors, and route under roofs during bad weather. [list] [*] Familiar path preference [*] Avoids bedrooms, hospitals, prisons, throne rooms [*] Danger memory from injury locations [*] Weather routing under roofs during rain/snow/fallout [/list] Combat Instinct (20 Levels) Soldiers learn to seek cover, hold fire when allies are in the way, prioritize dangerous targets, and retreat when critically wounded. High-level fighters coordinate suppressive fire and flanking. [list] [*] Cover seeking under fire [*] Friendly fire prevention [*] Target prioritization: breachers and chargers first [*] Auto-retreat when critically wounded [*] Squad coordination at high levels [/list] Self-Preservation (20 Levels) Colonists learn to prefer cooked meals, eat at tables, manage their needs proactively, use appropriate medicine for wound severity, and maintain their mood before mental breaks. [list] [*] Prefers cooked food, seeks quality meals [*] Plans meals near tables (drastically reduces "ate without table") [*] Eats before starving, sleeps before exhaustion [*] Medicine matching: herbal for cuts, glitterworld for emergencies [*] Proactive mood management [/list] [hr] Books and Teaching Colonists who reach [b]Level 20[/b] (mastery) in any stat can write educational books at a Writing Spot. Other colonists read these during recreation, gaining both joy and intelligence XP. [list] [*] Books are named after their author and topic [*] Quality depends on Intellectual skill [*] Diminishing returns on re-reading the same book [*] Pawns prefer books for their weakest stats [/list] [hr] How Learning Works [list] [*] [b]Learn by doing.[/b] Haul items to improve Hauling Sense. Survive raids to improve Combat Instinct. [*] [b]Never forget.[/b] Intelligence stats don't decay. Ever. [*] [b]Backstory matters.[/b] Glitterworld spacers start smarter than tribals. [*] [b]Traits affect speed.[/b] Industrious pawns learn Work Awareness faster. Tough pawns learn Combat Instinct faster. [*] [b]Mentoring.[/b] Level 20 masters boost XP gain for nearby pawns by 25%. [*] [b]Tunable.[/b] XP rate multiplier in mod settings. Each stat can be individually enabled or disabled. [/list] [hr] Compatibility [list] [*] [b]Pick Up And Haul[/b] -- works alongside. Toggle in settings. [*] [b]Common Sense[/b] -- works alongside. Toggle in settings. [*] [b]Combat Extended[/b] -- detected and respected. [*] [b]Modded alien races[/b] -- intelligence stats added to all humanlike pawns automatically. [*] [b]Safe to add mid-save.[/b] Colonists start at backstory-appropriate levels. [/list] Requirements [list] [*] RimWorld 1.6+ [*] [url=https://steamcommunity.com/workshop/filedetails/?id=2009463077]Harmony[/url] [/list] [hr] Languages English, German, Chinese Simplified, Japanese, Korean, Russian, Spanish Source Code [url=https%3A%2F%2Fgithub.com%2FLx-Mods-Rimworld%2FLxO-LearnToSurvive]GitHub Repository[/url][github.com] -- MIT License (code), CC-BY-SA 4.0 (content) Changelog [url=https%3A%2F%2Fgithub.com%2FLx-Mods-Rimworld%2FLxO-LearnToSurvive%2Fblob%2Fmaster%2FCHANGELOG.md]View full changelog on GitHub[/url][github.com] [i]Please use the Comment Section for bug reports, suggestions or requests.[/i] [i]If you enjoy my mods, consider supporting development on [url=https%3A%2F%2Fko-fi.com%2Flexxes]Ko-fi[/url][ko-fi.com][/i] [i]Developed by Lexxers[/i]