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− | {{ | + | __NOTOC__ |
− | + | {{Define|Exotic Item | |
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| always haulable = true | | always haulable = true | ||
+ | | def name = Neurotrainer | ||
+ | | description = A one-use super-dose of mechanites which trains a specific skill.<br>The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed. | ||
| draw gui overlay = false | | draw gui overlay = false | ||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
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| label = neurotrainer | | label = neurotrainer | ||
| parent name = ResourceBase | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
| resource readout priority = Middle | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
| selectable = true | | selectable = true | ||
+ | | stack limit = 1 | ||
| thing class = Neurotrainer | | thing class = Neurotrainer | ||
| trade never stack = true | | trade never stack = true | ||
| use hit points = true | | use hit points = true | ||
+ | | flammability base = 0.2 | ||
+ | | market value base = 750 | ||
+ | | max hit points base = 80 | ||
+ | | mass = 0.2 | ||
+ | |||
+ | <!--No use atm but when Define is replaced by infoboxes it will be--> | ||
+ | | tradeTags = ExoticMisc | ||
+ | | thingSetMakerTags = RewardStandardHighFreq, SkillNeurotrainer | ||
}} | }} | ||
− | {{Info|'''Skilltrainers''' are rare | + | |
+ | {{Info|'''Skilltrainers''' are rare items that will substantially increase a single, specific [[skill]] of the colonist using the item. It will then be used up and disappear.}} | ||
== Acquisition == | == Acquisition == | ||
− | Skilltrainers | + | Skilltrainers can be bought from traders, obtained as a quest reward and found in item stashes. |
− | == Summary == | + | ==Summary== |
− | {{see also|Skills#Experience | + | {{see also|Skills#Experience Table}} |
− | Each trainer is attuned to one specific skill and will increase this skill only, which is given as part of the name, such as "Skilltrainer ([[Construction]])" or "Skilltrainer ([[Social]])". The skill cannot be chosen | + | Each trainer is attuned to one specific skill and will increase this skill only, which is given as part of the name, such as "Skilltrainer ([[Construction]])" or "Skilltrainer ([[Social]])". The skill cannot be chosen, it is a property of the item and chosen randomly when the item is generated by the game. |
− | To use the device, select a colonist, right-click the skilltrainer, then click ''"Use skilltrainer to learn | + | To use the device, select a colonist, right-click the skilltrainer, then click '''"Use skilltrainer to learn ''[Skill Name]''"'''. The skill will increase immediately, the game will display an on-screen message to this effect, and the item will disappear. |
− | Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, giving either 35%, 100% or 150% of the base XP depending on the level of passion. Traits like [[Too smart]] or [[Fast learner]] have no effect on the skill gain. Similarly, the learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the trainer always provides the same amount of XP for a given character. | + | Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, giving either 35%, 100% or 150% of the base XP depending on the level of passion. Traits like [[Traits#Too smart|Too Smart]] or [[Traits#Fast learner|Fast Learner]] have no effect on the skill gain. Similarly, the learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the trainer always provides the same amount of XP for a given character. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
While the amount of XP granted is fixed, the effect on the skill ''level'' of the colonist may vary depending on how skilled the they already were. For example: | While the amount of XP granted is fixed, the effect on the skill ''level'' of the colonist may vary depending on how skilled the they already were. For example: | ||
− | * With an "interested" passion | + | * With an "interested" passion and 0 XP in a skill (no knowledge), a pawn will be at skill level 9 ("solid professional"), halfway through level 10, after using the skilltrainer. |
* The same pawn without any passion would be at level 5 ("significant familiarity"), about halfway through level 6. | * The same pawn without any passion would be at level 5 ("significant familiarity"), about halfway through level 6. | ||
* Starting at exactly skill level 16 ("region-known master") and 0 points, the same pawn would get to level 18 ("planet-known master") and no points to spare (ie. after 1000 points of decay, it would take them back to level 17 with 1000 under the requirement for level 18). | * Starting at exactly skill level 16 ("region-known master") and 0 points, the same pawn would get to level 18 ("planet-known master") and no points to spare (ie. after 1000 points of decay, it would take them back to level 17 with 1000 under the requirement for level 18). | ||
− | See the [[Skills#Experience | + | See the [[Skills#Experience Table|Experience Table]] for more detail. |
It will have no effect on a colonist that is incapable of using that skill, but the item will still be consumed. A skill upgraded above or beyond level 10 is still subject to decay, as if the skill was learned in the natural way. | It will have no effect on a colonist that is incapable of using that skill, but the item will still be consumed. A skill upgraded above or beyond level 10 is still subject to decay, as if the skill was learned in the natural way. | ||
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* The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time. It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine. | * The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time. It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine. | ||
* Skill increases in general have diminishing returns. The lower the current skill level, the more valuable a given amount of XP points is. Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels''). Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18. This is amplified further by every skill point from level 10 onward being subject to decay. | * Skill increases in general have diminishing returns. The lower the current skill level, the more valuable a given amount of XP points is. Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels''). Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18. This is amplified further by every skill point from level 10 onward being subject to decay. | ||
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== Version history == | == Version history == | ||
− | * [[Version/0.7.581|0.7.581]] - Added as | + | * [[Version/0.7.581|0.7.581]] - Added as Neurotrainer |
− | * Beta 18 - name was changed from | + | * Beta 18 - name was changed from Neurotrainer to Neurotrainer mech serum, and its description was changed. |
− | * 1.1 - the name was reverted back | + | * 1.1 - the name was reverted back to Neurotrainer. |
− | * [[Version/1.2.2719|1.2.2719]] - Renamed yet again | + | * [[Version/1.2.2719|1.2.2719]] - Renamed yet again "skilltrainer" and gave them their own category similar to psytrainers. |
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