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'''Learning helper''' sits in the top right of the screen. If something happens relating to a concept the player hasn't learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you'll never be shown a lesson you already know, but always be shown the lessons you need to know now. It can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.
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[[File:LearningHelper.png|frame|Some of the lessons in the Learning Helper. From earlier versions.]]
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Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now. It can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.
  
 
The learning helper can have custom lessons added by mods.
 
The learning helper can have custom lessons added by mods.
  
== Table ==
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{| {{STDT| sortable c_08}}
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== List of lessons ==
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{| {{STDT| sortable c_08 text-center}}
 
! Name
 
! Name
 
! Content
 
! Content
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|-
 
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! Animals don't attack doors
 
! Animals don't attack doors
| Manhunting animals generally won't attack doors or inactive turrets. <br> You can escape them by getting inside or behind a wall. But they'll wait for you.<ref>They '''will''' attack doors if they see a colonist go behind it to hide.</ref>
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| Manhunting animals generally won't attack doors or inactive turrets. <br> You can escape them by getting inside or behind a wall. But they'll wait for you. <ref> They '''will''' attack doors if they see a colonist go behind it to hide. </ref>
 
| ---
 
| ---
  
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! Drug policies
 
! Drug policies
| You can assign colonists to take specific drugs on a specific schedule. For example, you can make them take [[Penoxycyline|anti-malaria drugs]] regularly, or drink a beer a day to stay happy.<ref>Not recommended as colonists drinking a beer every day will quickly get addicted and suffer from various alcohol-related ailments.</ref>  
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| You can assign colonists to take specific drugs on a specific schedule. For example, you can make them take [[Penoxycyline|anti-malaria drugs]] regularly, or drink a beer a day to stay happy <ref> Not recommended as colonists drinking a beer every day will quickly get addicted and suffer from various alcohol-related ailments. </ref>.
 
<br> Open the ASSIGN tab and press the 'Manage drug policies' button. Create a new drug policy. Then, you can assign this policy to colonists.  
 
<br> Open the ASSIGN tab and press the 'Manage drug policies' button. Create a new drug policy. Then, you can assign this policy to colonists.  
 
<br> Colonists can still take drugs not in their policy. You can tell them what to do, but they also follow their own desires!
 
<br> Colonists can still take drugs not in their policy. You can tell them what to do, but they also follow their own desires!
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! Getting more traders
 
! Getting more traders
| More trader caravans will come to visit you if you're allied with more factions.<ref>This refers to neutral or above relations with factions.</ref> <br> If you have no allies, no caravans will ever visit! <br> You can also pay allies to send trade caravans by calling them on the comms console.
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| More trader caravans will come to visit you if you're allied with more factions <ref> This refers to neutral or above relations with factions. </ref>. <br> If you have no allies, no caravans will ever visit! <br> You can also pay allies to send trade caravans by calling them on the comms console.
 
|None
 
|None
  
 
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! Growing zones
 
! Growing zones
| To grow food, place GROWING ZONES using the Architect menu. <br> They can only be placed on fertile ground.<ref>'Fertile' refers to any terrain type that can support growth of crops.</ref>
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| To grow food, place GROWING ZONES using the Architect menu. <br> They can only be placed on fertile ground <ref> 'Fertile' refers to any terrain type that can support growth of crops. </ref>.
 
|None
 
|None
  
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! Spoilage and freezers
 
! Spoilage and freezers
| Most foodstuffs will spoil after a relatively short time. <br> To prevent this, you can build a walk-in freezer. <br> To build a freezer, construct a closed room, and put one or two [[cooler]]s into the wall. Set the coolers to a negative target temperature.<ref>Below 0°C or 32°F.</ref> <br> Frozen foods won't ever spoil.
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| Most foodstuffs will spoil after a relatively short time. <br> To prevent this, you can build a walk-in freezer. <br> To build a freezer, construct a closed room, and put one or two [[cooler]]s into the wall. Set the coolers to a negative target temperature <ref> Below 0°C or 32°F. </ref>. <br> Frozen foods won't ever spoil.
 
|None
 
|None
  
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<references/>
 
<references/>
 
== Version history ==
 
* [[Version/1.1.2654|1.1.2654]] - "Meditation desired psyfocus" and "Meditation schedule" learning helper lessons added.
 
 
== Slideshow ==
 
 
<gallery mode="slideshow">
 
File:LearningHelper.png|Some of the lessons in the Learning Helper. From earlier versions.
 
</gallery>
 
[[Category:Game mechanics]]
 

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