RimWorld

RimWorld

Craftible Neurotrainer
6 Comments
kevinshow Sep 28, 2017 @ 4:08pm 
I agree, I want my smarty-pants colonists to do something with that 15-20 Intellect skill (depending on if you allow degrading skills or not)

I found a mod where you can grow neuro-trainers on a plant. After harvesting it, I realized how boring that made the game, to have easy access to that many neuro-trainers. However, I'm sure it will be enjoyable for some other players who like to get higher skills faster, so I do recommend that also if that's what someone may like.

Deadsnake_at Sep 21, 2017 @ 11:45pm 
youll get it to work someday im sure ;)
Joseph  [author] Sep 21, 2017 @ 7:15pm 
No, I wish there was. My first play was to have masters of each area create there own neurotrainers. ie. some one with 20 in crafting would make crafting neurotrainers. However, neurotrainers are generated compleatly randomly and cant be specified with XML editing, which is all I have figured out so far. Its possible that some one more well versed in writeing code can make something like that tho.

Deadsnake_at Sep 21, 2017 @ 1:53pm 
is there a way to tell what neurotrainer we are crafting before its done?
Joseph  [author] Sep 21, 2017 @ 1:31am 
Due to an issue with the def of the neurotrainer bench, I had to rename it. Any benches you had before likley vanished. I'm sorry about this. Feel free to turn on dev mode and godmode and just spawn in a new one.
AgentBlac Sep 18, 2017 @ 3:07pm 
No player should have this kind of power.... but it's totally awesome that we do :D