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]