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I'll add it to the todo for this mod, for when I'm really bored.
not sure if you're still modding for this game, but in case you are, I have a suggestion if its possible. say you have an engineer, but you make that engineer work in a botanist position, they spend the 25 sols learning this new Spec, but then let's say that you move that same colonist back to an engineering work position at some point in the future, I think in that case, that engineer turned botanist should be able to "remember" and or "relearn" their past knowledge a lot easier and faster this second time, something like taking between 5 to 10 sols ish, for them to relearn a previously known spec.
though also might consider how many times/layers of knowledge an individual colonist can do this, like how many details of their previous professions/specs do they still remember before they no longer get the faster learning benefit.
https://steamcommunity.com/workshop/filedetails/?id=2192503547
(only if it isn´t too much of an inconvenience)
(thanks for making it easy for me to update)
Re-fangled setting spec.
Martian University uses AddTrait and SetSpecialization seems to be called by trait:apply in AddTrait already if needed.
For saves it may be needed to process all colonists with specialist != "none" and check if they have traits[specialist] set to true....
But they show up in the command center if the mod is set that way that the "Override Existing Spec" is set to Off, and they count for the expedition too.
what exactly is the definition / difference between newly hired colonists (from earth) / whats an already hired colonist / is that with no specialisation?
sorry i just started the game a few days ago ^^
I guess I should add some code to make it work with already hired people.
Hopefully fixed the NonSpecialistPerformancePenalty issue (thanks Dunkelzahn).