Surviving Mars

Surviving Mars

Specialist By Experience
36 Comments
ChoGGi  [author] Mar 6 @ 8:13am 
Probably not :) It's a good idea, but eh

I'll add it to the todo for this mod, for when I'm really bored.
Void castle Jan 18 @ 3:03pm 
@ChoGGi
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.
ChoGGi  [author] Jul 21, 2024 @ 12:35pm 
@ferschltobias I updated my Colonist More Hover Info to show spec by exp days trained:

https://steamcommunity.com/workshop/filedetails/?id=2192503547
Spaceship_Guy Apr 25, 2024 @ 8:38am 
most of ´em, I mean
ChoGGi  [author] Apr 24, 2024 @ 5:51pm 
Not all my other mods ;)
Spaceship_Guy Apr 24, 2024 @ 12:05pm 
just want to tell you: this mod has no disable mod in the mod options like all other of your mods (otherwise it is perfect)
ChoGGi  [author] Mar 11, 2024 @ 5:38pm 
I'll take a look.
Spaceship_Guy Mar 11, 2024 @ 12:10pm 
following upgrade idea: a counter how long the colonist needs to specialize
(only if it isn´t too much of an inconvenience)
MarcusMaximus Sep 25, 2021 @ 5:47pm 
Thanks again, sorry to bother this much.
ChoGGi  [author] Sep 25, 2021 @ 4:47pm 
good point, updated

(thanks for making it easy for me to update)
MarcusMaximus Sep 25, 2021 @ 1:34pm 
Thanks, leaves only saves with broken specialists, maybe if the condition obj.specialist ~= work.specialist was something like not obj.traits[work.specialist] so that we can refresh setting solstotrain to 1 or waiting 25 sols..
ChoGGi  [author] Sep 24, 2021 @ 5:20pm 
v1.0
Re-fangled setting spec.
MarcusMaximus Sep 24, 2021 @ 7:09am 
My last sentence should probably be != nil, not != "none", since i saw specialist == "none" and traits["none"] == true
ChoGGi  [author] Sep 24, 2021 @ 6:14am 
Oh, that's probably it, thanks (it's older mod that I should give more tlc to).
MarcusMaximus Sep 24, 2021 @ 3:59am 
Maybe not use SetSpecialization because it clears traits[self.specialist] if the colonist has the specialization.

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....


Zanaszeriel Sep 13, 2021 @ 4:38pm 
Thanks for the update!!!
ChoGGi  [author] Sep 13, 2021 @ 1:27pm 
good to know, thanks
Emsilis Sep 13, 2021 @ 12:15pm 
Thank you for the quick update, it fixed the problem in my save.
ChoGGi  [author] Sep 13, 2021 @ 11:28am 
Updated, it might work, but I'm not really sure why it doesn't already...
Emsilis Sep 13, 2021 @ 8:42am 
I tested it and I can confirm that if this mod set up with the override on, it does something so that the game doesn't count those colonists that got the specialization by the mod, they don't show up in the command center either if I filter to a specific specialization.

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.
Zanaszeriel Sep 10, 2021 @ 2:22am 
Probably because of the new update, but even if the colonist become a specialist, when I start an expedition needing some specific specialist, they don't count.
ChoGGi  [author] May 23, 2021 @ 12:37pm 
A biorobot is a normal colonist with the biorobot trait added. I never added any checks to skip biorobots, so it should work fine for any colonist.
FlyinDoomMonkey May 23, 2021 @ 11:26am 
Just wanted to clarify since I had some biorobots that didn't seem to be specializing. I may have counted the number of sols wrong. Thanks for the response.
ChoGGi  [author] May 22, 2021 @ 7:53pm 
biorobots are colonists
FlyinDoomMonkey May 22, 2021 @ 2:01pm 
Heya ChoGGi. Thanks for all the great work you do. Your mods make the game so much more enjoyable. I do have a quick question about this mod. Does it work on Colonists only or Biorobots as well?
Dr. PoopFart™ Mar 20, 2021 @ 3:22am 
thx cool
ChoGGi  [author] Mar 19, 2021 @ 6:59pm 
Updated
ChoGGi  [author] Mar 17, 2021 @ 5:05pm 
hired == already working at a workplace
Dr. PoopFart™ Mar 17, 2021 @ 7:55am 
that would be super nice.

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 ^^
ChoGGi  [author] Mar 17, 2021 @ 7:02am 
"Works on saved games, but only on newly hired colonists (you can use Expanded Cheat Menu to fire everyone)."

I guess I should add some code to make it work with already hired people.
Dr. PoopFart™ Mar 17, 2021 @ 5:42am 
is this still working in 2021? i manually edited the time to 2 sols but it dont seem to work?
ChoGGi  [author] Mar 23, 2019 @ 2:06am 
v0.5
Hopefully fixed the NonSpecialistPerformancePenalty issue (thanks Dunkelzahn).
ChoGGi  [author] Mar 21, 2019 @ 2:26pm 
I'll add something to update the nonsepec.
Dunkelzahn Mar 21, 2019 @ 5:41am 
Hi, Choggi, sorry for that but i found another bug :). When the colonist get his speciality he still have the NonSpecialistPerformancePenalty applied on him until you fire him and put him back ( only refreshed with SetWorkplace() ). I have tried to modify your code with a few lines taken in ChangeWorkplacePerformance() of the colonist class. After i tried that code in a newDay() event in a other code file but it doesn't work. I'm beginner in lua so i'm probably doing something wrong. I sent you a friend invite, if you agree i'd like to send you by mail what i have tried to do.
maiden4meldin Feb 6, 2019 @ 7:05pm 
nice mod, thanks ChoGGi!
Gropy Oct 4, 2018 @ 1:54pm 
i like this