RimWorld

RimWorld

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Children, school and learning
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.488 MB
Oct 17, 2018 @ 12:54pm
May 9 @ 6:46pm
80 Change Notes ( view )

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Children, school and learning

Description
Version 1.7.5.1

Description:

Requires at least HugsLib 7.0.0

Load order
// HugsLib
// Children, school and learning

// Birds&Bees (not required, but has to be after CSL if used - has more fertility related stuff etc.)

1.4 UPDATE:

The 1.4 version should work OK with and without Biotech, but behaviour is of course different, without Biotech most things are like they were in 1.3 with CSL and with Biotech it merges the behaviour of both were possible / like configured.

Old 1.3 saves also may have issues with 1.4, as there was naming overlap with Biotech

see the 1.4 thread for details:
https://steamcommunity.com/workshop/filedetails/discussion/1541438230/3473990693221555328/

Children are born 15 years old [configurable].
- This mod does not claim realism, I just liked the way this was implemented in the old game 'Diggles: The Myth of Fenris'
- Pregnancy functions the same as with animals [chance configurable]. The looks of the child are based on the parents (Partially for AlienRaces)
- Children 'inherit' skills from the parents [configurable], but have random passions and traits
- Birth control 'drug' can be crafted and given a schedule (needs a newly created drug policy in running game to show up, one pill lasts 5 days, can be added with 'Prepare Carefully' under medical, bought or produced with 'Drug production' and 'Medicine production' research in the 'Drug Lab' like medicine)
- Children are born after 45 days(15 days early-stage (not visible, but chance to vomit) / 15 days middle-stage / 15 days late-stage) (these are unchanged base-game values! There is now an option to modify this without having to change the base game or mod files)
- Artificial pregnancy through a medical operation (if the colonist has a partner/lover they are used, but it is also possible to have a pregnancy without a partner) (two female partners or an unfertile father can have a child through this) Needs better than herbal medicine
- Discover pregnancy operation - pregnancy is normally not visible for the first third of its duration (base game behavior, but can now also be disabled in the options for colonists)
- Remove pregnancy operation

Includes a blackboard and school-table where skilled pawns can teach different subjects.
- There is now a new schedule-tab for each blackboard and school-table
- Rooms now also influence XP learned with items relevant to each subject
(teacher and room factors can be seen in the new schedule-tab)

- Students can learn 1 year until they are 16 [configurable]
- Teachers should have the intellectual skill at a decent level (3-5 or higher, otherwise they teach less) + a high level in the tought subject (around 7 for most, probably needs balancing)
- You can set up certain times in which school activities get higher priority over the normal work

Materials needed to study:
- Cooking: Most raw food
- Medicine: All medicine (default: 1 herbal)
- Mining: Stone blocks or steel (default: 1 steel)
- Contruction: 1 wood log
- Tailoring: 1 (most textiles/leathers)
- Crafting: 1 wood log
- Growing: Raw plant matter / food
- Others: Nothing
(See also Si-Cafe's patch to remove these below)

Can be added to a running game / save!
Removing the mod:
With the game and save loaded, go to the bottom of the mod-options for this mod and click 'remove the mod'
If you have removed the mod by accident and are stuck with a black/grey screen after loading - there is an experimental option to try to fix the map (will loose defined areas [like home, roof etc.] enable 'Try to fix map' at the bottom of the mod-options before loading the save - after that you can properly remove the mod)

The settings are in:
'HugsLib\ModSettings.xml'

Mods that have advanced interactions with this mod:
(Optional mods that directly or indirectly interact with CSL)

- Birds & Bees (Unofficially updated for 1.3)
(now supported with CSL 1.7.4.1)
Adds a lot more fertility interactions
https://steamcommunity.com/sharedfiles/filedetails/?id=2821429175

- Baby & Children (Updated for 1.2&1.3)
Adds better looks and functionality for children
https://steamcommunity.com/sharedfiles/filedetails/?id=2559574784
older version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2373187996

- Children, school and learning fertility operations
"Adds a fertility inhibiting and restoring surgeries. Also, makes vanilla sterilize surgery affect CSL fertility stat for animals."
https://steamcommunity.com/sharedfiles/filedetails/?id=2758412518

- Medical Supplements
Has additional birth-control
https://steamcommunity.com/sharedfiles/filedetails/?id=2195037369

- Age Matters (Port for 1.0&1.1&1.2&1.3)
Younger children behave more realistic
https://steamcommunity.com/sharedfiles/filedetails/?id=2264291966
older version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2010940147

- Si-Cafe:
Removes noise and material-need while learning:



- Capi:


Interesting mods:
(Optional)

- Gain skill passions
Enables dynamic changing passions (may also be helpful when having passion issues)
https://steamcommunity.com/sharedfiles/filedetails/?id=2072521087

Mod compatibility (see the discussion/thread below):
- "GiddyUp!": Using mounts to ride to school will currently not work when the mount is not within the school-zone already! (Colonists may stand still [in shock ;D] until school is over) You have to set the school-zone/area as forbidden for riding in GiddyUp! for it to work. You can also set a drop-spot outside the zone.

- "Better Pawn Control" and "Common Sense" might have issues with the SchoolZone that you can define (they might stay in it forever if the mod is active)

- Multiplayer: it would probably be easiest to commission Charlotte over on the "Multiplayer Compatibility"-mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1629973374 (last I looked at it there were desync's on birth at least)

Review and download for owners of the non Steam version:
https://rim-world.com/children-school-and-learning-mod/
Thanks for keeping the download up to date!

Short overview/school setup video by Jadziax:
https://www.youtube.com/watch?v=SOUVgvh_9t4
Some things changed/improved with the recent update (like the schedule), but a mostly up to date and nice overview

Always make sure you actually have the latest version in the ingame mod-list, lately the workshop is sometimes weird.. (unsub/re-sub helps)
Popular Discussions View All (48)
575
Mar 2 @ 9:44pm
PINNED: Troubleshooting & Bug reports
Dylan
60
Apr 18 @ 11:37am
PINNED: Mod compatibility thread
Dylan
12
May 9 @ 7:15pm
Cant feed the children
Quarter One
2,629 Comments
Dylan  [author] May 10 @ 1:24pm 
@joe.slack - thanks ^^

@ShadowX116 - For me it is mostly beeing able to configure most of the functions of the mod, which the basegame is really lacking in my opinion, but if you don't need that or the school-stuff it might not actually be that much of a difference
Dylan  [author] May 10 @ 1:23pm 
@anke - I just tested it with 1.4, it should still work, you can also try to remove the school-area from the save manually (which is the only thing that really messes up loading the save without CSL) I would recommend a better text-editor like "Notepad++" or "Programmer's Notepad" to open the save and edit it without it taking ages as the save files can be quite big. Backup/copy your save and edit it, you need to search for "Area_School" and if you find it remove the part: "<li Class="Area_School">" until and including the next "</li>" after "</innerGrid>" it should load without CSL after that with some errors but if you save again and load again it should work. (the 'try to fix map'-option does something similar you activate the option in the main menu and load the broken save and then trigger 'remove the mod' from the mod-options after it loaded again) (otherwise you may have another mod causing issues aswell)
myxbox18 May 10 @ 3:32am 
O7
anke May 10 @ 12:41am 
But could you please tell me If the Remove Unable Module option doesn't work, is there any other way i can remove the module's effect on the game.
anke May 10 @ 12:28am 
thanks for your update,but unfortunately i didn't update my game,so my rimworld is still 1.4——i think it probabily won't work.
harry711p May 9 @ 11:24pm 
wow www
ShadowX116 May 9 @ 8:14pm 
Well color me surprised. Happy to see an old favorite come back!
I don't know off hand what this fills in for Biotech, but I'll take another look at it later.
I just don't want more error codes that result in no kids. x_x
joe.slack May 9 @ 7:45pm 
@dylan thanks for the update! hope all goes well with you irl :)
Dylan  [author] May 9 @ 7:12pm 
Hey everyone ^^ I just updated the mod to v1.5 sorry for the long time without updates, I had some (longer coming) medical things and then work took my focus ..

(Thanks for all your messages, I still have to read through them all, which will take some time .. ^^)

@anke - could you give that save a try with the 1.5 update?

@viirinsoftworks - Yeah, it definately got harder to deal with now that we have quite a few things overlapping (same with the blackboards/desk beeing there from CSL + Biotech, I still have to see if I can add my stuff to the Biotech ones @spels47)

@Evenstar - I will look into that issue / let me know if it still persists in 1.5

@ShadowX116 - Would have been nice if Biotech actually made CSL obsolete, but I feel like there is a good chunk missing with it (motivation wise you are not wrong though, at least partially - as long as people enjoy the mod and I find the time I will try to update it)
anke May 9 @ 5:25am 
i can't load the old save,while i can't start a new game because the map error.Since you have to remove this mod in a save,so as the option says.i can not put my game back even i delet this mod in steam.So again,don't use it if you care about your save.