// Management · RimWorld Mod
[JPT] Human Resources (1.4 Unofficial)
NO LONGER MAINTAIN This mod is too complex for me, maintaining this has drained me too much time.
NO LONGER MAINTAIN
This mod is too complex for me, maintaining this has drained me too much time. I have many other ideas to realize, and I'm in a critical year of my academic career, therefore I'm not spare enough to spend much time on a mod I even can't fully understand. Based on the above reasons, this mod is under indefinite suspension. If anyone want to take over, source codes are included in files. ----- Human Resources for 1.4! Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2119687603 You should have one of the following mod as prerequisite: - Research Tree - ResearchPal - 1.4 Repackage ResearchPowl is not a valid option.Compatibility
For legacy info, see the wiki, most of the patches are still usable. Compatible with: - Research Data - Vanilla Factions Expanded - Medieval Incompatible with: - Research Reinvented - RimFridge: Now with Shelves! - Project RimFactory Revived If you find new potential incompatibility, please try to locate which mod before telling me, cause I really have no time to exam a long long modlist, thanks for your understanding.Original Description
So, the brainiac in your colony spent a whole week locked up in his lab and discovered solar power. Great! Now, how exactly does the builder figures out how to actually build the damn solar panels? Or else: your hunter has been using only bow and arrow for his whole life, so how the heck is he going to operate the space-age pulse charger you just gave him? How can someone grow peaches if he's never seen a peach tree before? Craft a full armor set without knowing how to smith? What if your pawns had to actually learn their stuff before putting a new technology to use? This experimental mod with far-reaching consequences completely changes the way research plays out in the game. No longer some abstract concept, technologies become actual knowledge your pawns need to learn from methodical research, by studying the proper books (yes, you get to build a library!) or, when it comes to weapons skills, to be acquired by arduous training (yes, you get to build a dojo!). Proper knowledge of what they're doing will be mandatory for them to build and repair structures, follow recipes, grow crops and equip weapons. This will make you care a lot more for your colonists and give you a whole new perspective on recruiting. It will also raise new obstacles to developing your colony, making the game harder while adding gameplay depth. We hope you're up for the challenge!
IMPORTANT: Read the warnings below before subscribing