RimWorld

RimWorld

Torres Feb 4, 2020 @ 3:57pm
Looking for a mod to train Intellectual. Pls help me up :D
Hi there. There are pawns in my colony that can't mix drugs because they need intellectual points but I'd rather not use them to do research and instead use my best scientists while I keep the other ones for crafting...

thing is there's no other way that I know to gain intellectual skill other than via research?.

cheers and thx in advance!
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Showing 1-11 of 11 comments
Monoxide Feb 4, 2020 @ 4:17pm 
Manager mod raises social and research together, I believe. And adds a lot of good functionality.
Torres Feb 4, 2020 @ 5:58pm 
Originally posted by Monoxide:
Manager mod raises social and research together, I believe. And adds a lot of good functionality.
what? can't find anything with that name :-/
flu007 Feb 4, 2020 @ 6:19pm 
You could just build an extra research bench as well.
Kittenpox Feb 4, 2020 @ 6:37pm 
Originally posted by Torres:
Originally posted by Monoxide:
Manager mod raises social and research together, I believe. And adds a lot of good functionality.
what? can't find anything with that name :-/
https://steamcommunity.com/sharedfiles/filedetails/?id=715565262
If you use numerical Work priority, you can safely set the Managing task at #1 on any number of colonists - if you only have the one managing desk, then only one person can do the task; and afaik its a job which is done daily but no more frequently than that.

Over time, it'll train the research skill of non-researching pawns (and save you a bunch of micromanagement too!)
But if you're looking to max out intellectual skill asap there may be other alternatives that better suit your needs.
Last edited by Kittenpox; Feb 4, 2020 @ 6:41pm
Paladin Feb 4, 2020 @ 8:46pm 
RimWriter. Read books.
Last edited by Paladin; Feb 4, 2020 @ 8:47pm
Sweaters Feb 5, 2020 @ 12:32am 
a few other options are children and pregnancy (it adds a school and a study job) or just using neurotrainers, which is vanilla i believe?
TwoTonGamer Feb 5, 2020 @ 12:46am 
Originally posted by flu007:
You could just build an extra research bench as well.
This is excellent advice!
Build multiple research benches.

Everyone at a bench contributes to the current research and you get to skill up the other colonists while keeping your main researcher on the job.
Last edited by TwoTonGamer; Feb 5, 2020 @ 1:41am
Torres Feb 5, 2020 @ 6:23am 
Originally posted by TwoTonGamer:
Originally posted by flu007:
You could just build an extra research bench as well.
This is excellent advice!
Build multiple research benches.

Everyone at a bench contributes to the current research and you get to skill up the other colonists while keeping your main researcher on the job.

well YES but I need crafters and people smithing stuff... I run a highly specialized colony, pawns have 1 job set to MAX priority and if you're not a designted researcher theeeen you're crfafting lol
LIMP BISQUICK Feb 5, 2020 @ 9:25am 
Just buy whatever you can’t craft until you get your hands on some Neurotrainers. They’re pretty common when you visit a settlement. You’re kind of wanting to upgrade your pawns skills without doing any work for it. Maybe it’s best to look for a mod that removes the level requirement for crafting certain items.
Do you have long range scanners tech (and 2 advanced components)? If yes, then your trainees could train by looking for minerals, no matter if you will go mine them or not. To not use your dedicated researchers for this task, use 2 zones - one excluding research benches (for trainees) and second excluding scanner (for researchers) - advantage of this methode is that is fully vanilla methode
Last edited by Praeceptorem Poloniae; Feb 6, 2020 @ 4:17am
Spack Jarrow Feb 5, 2020 @ 1:03pm 
School and teaching mod, both the teacher and the studens learn new things.. It can be applied to any skill.
You can set up classes every day. If you have kids mod you can send kids to school , while they're too young and when they grow up they have some skills so on and so on.
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Date Posted: Feb 4, 2020 @ 3:57pm
Posts: 11