RimWorld

RimWorld

Life Lessons
892 Comments
Noxilie Oct 2 @ 7:01am 
>This mod really doesn't work with Vanilla Factions Expanded: Tribals with the wild start. You can't do any research; thus can't build anything.

Just use the "tribal gathering" ritual until you could do the real research.
Bartholomew Marmalade Sep 30 @ 8:14pm 
This mod really doesn't work with Vanilla Factions Expanded: Tribals with the wild start. You can't do any research; thus can't build anything.
Noxilie Sep 23 @ 3:02pm 
@Wumpi I just noticed that "languages" directory in 1.6 starts with the lowercase "l", that's why I did'n see labels (and basically all the keyed English texts) in this mod. Yeah, I'm under Linux, so "CASE MATTERS" :)

Please, fix the directory name. Thanks in advance :)
veoba Sep 22 @ 2:45pm 
sei Sep 21 @ 7:06am 
hi! i absolutely love this mod and it's made the game feel so much more rewarding and realistic, so firstly just wanted to thank you for your effort ^^ but i also had a question,
is it possible to change the learned topics of a pawn after starting the game? like if i decided i wanted a pawn to not know calculus anymore, or suddenly know chemical synthesis, is there a way to remove/add learned topics, with devmode or otherwise?
thank you again!
SMercisk Sep 13 @ 1:15pm 
Btw, I am using this mod with Research Reinvented - pawns do not research things they have no expertise in on the RR research spot but they do analyze materials for the research and it may allow tech to be available to you as prototypes even if you have noone able to use it. As far as I am concerned - it's within realm of realism so this mod is compatible with RR, and I haven't gotten any debug log jumpscares.
veoba Sep 10 @ 4:52am 
@Wumpi - lol really true about anomaly! Tynan just paid to oskar and his paid guys to do this addon xD
Ill try to convince that guy about his mod.
Wumpi  [author] Sep 10 @ 4:46am 
@moonstar67ppm
You can attach logs and note relevant performance considerations when you experience the slow down. For example: how many pawns, are they all working, researching, etc.
Wumpi  [author] Sep 10 @ 4:44am 
@mynameactually
No. At least not from me. The code for Anomaly looks like it was written by a drunk college student. The entire DLC is a bundle of exceptions to existing vanilla frameworks. An entirely new type of research that doesn't properly utilize any of the research code. An entirely new type of backstory that doesn't utilize any of the backstory code.
It would be a collossal pain to patch Anomaly properly, and even then that DLC falls very firmly into the "fantasy magic mod" category, which makes it clash hard with LL even if patched.
Wumpi  [author] Sep 10 @ 4:41am 
@veoba
Would love to, but last I checked, the author doesn't handle comps properly and provides no API for handling them third party.
A 30 minute code change on their side would turn a fragile multi day patch on our side into a 1 minute permanent solution. Either way, it's certainly that mod's responsibility to handle comps properly and to provide a mechanism to determine which comps belong to the "stack" vs the sleeve.
veoba Sep 6 @ 11:16am 
It would be nice to come up with something for full compatibility with altered carbon
Pie Sep 2 @ 12:27am 
I really love this. It'd be cool to have a place to find out what skills contribute to the skills though. Making wood armor helped metalworking, not wood - for example.
mynameactually Sep 1 @ 5:55pm 
Wonder if Anomaly will ever get some love from this mod.
moonstar67ppm Sep 1 @ 1:58am 
Seeing heavy slowdowns on 1.6+Odyssey with Life Lessons enabled, severe slowdowns and elastic time dilation. After removing Life Lessons, time dilation went back to normal. I can’t say if Life Lessons is the sole cause or if it’s a conflict in my load order, but taking it out consistently improves performance here.
If maintainers want data, I can share a HugsLib log, full mod list/load order, Dubs Analyzer screenshots, and player.log. Happy to run specific tests if you tell me what to capture.
veoba Aug 31 @ 10:37am 
Also a question will this mod be compatible with Research Reinvented: Stepping Stones and Research Data
https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782
https://steamcommunity.com/sharedfiles/filedetails/?id=3001121619
veoba Aug 31 @ 8:38am 
This side mod is outdated: https://steamcommunity.com/sharedfiles/filedetails/?id=3230605155
Is it actual or its functions already included to this mod?
Raider Ace Aug 15 @ 2:55pm 
As mentioned below, wasn't able to send it via regular message, so I used pastebin:


https://pastebin.com/xh0s0uzR
Raider Ace Aug 15 @ 2:49pm 
HI, I seem to be having an error that keeps repeating itself in my game. Seems to be a job giver error that keeps repeating and mentions patches. I'll send the error itself here, but please do let me know if you want me to send a log or other errors of similar issues
Maru Aug 15 @ 1:05pm 
When adding to existing saves, upon selecting a skill to pioneer, the UI breaks and throws null reference errors and no XP is gained - this is fixed by replacing <activityRepetitionsToday IsNull="True" /> with <activityRepetitionsToday> </activityRepetitionsToday> in each effected pawn's save data
Thanks for the great mod!
Wumpi  [author] Aug 15 @ 5:25am 
@PeteTimesSix
It's not a matter of complexity, just accessibility. We're essentially filtering the OpportunityCache before you pull First, and our filter condition is on the pawn being checked by the workgiver scanner. One of the workgivers moved that check out of JobOn and HasJobOn to a separate method that doesn't have visibility to the pawn, so we can't perform the filtering we need. Will send the PR on discord for visibility
PeteTimesSix Aug 15 @ 12:40am 
@Wumpi I didnt think I made that many/complex changes. Let me know if there's anything I can do on my side to make it easier for you.
Papetty Aug 14 @ 3:22pm 
@MurMax thanks, man. I was gonna remove the RR, but your tip saved me from that. Appreciate it!
Wumpi  [author] Aug 14 @ 6:48am 
@Denys_World
Without a log file your comment is a waste of bytes in a datacenter.
Wumpi  [author] Aug 14 @ 6:48am 
Looking into the RR patches. With the RR code as it is, some of our patches are functionally impossible. Will be a while.
MurMax Aug 14 @ 2:58am 
research reinvented newest version (from 12.08.25) causes gamebreaking bug. Solution for now - manual install of RR snapshot from Github from commit 54b9172005d26eba99f5045678f1c8b8d043e7c6. (Go to RR page, scroll to Github link, then choose "commits" and chose one from Jul 27, 2025, then Browse files, Code->Download Zip and install that mod manually). Works for me, while waiting for RR crew to fix.
Papetty Aug 13 @ 10:20pm 
I'm having the same problem — the bio icon disappeared today, even though it was fine yesterday.:meepwow:
Denys_World Aug 13 @ 7:52am 
AGAIN the icon in pawns bio dissappeared!
MurMax Aug 11 @ 11:05am 
odyssey's new techs, buildings and items require patches. Making space shuttles and exospace suits should require some more advanced skills, but now they don't require anything at all
camomo bbl enjoyer Aug 8 @ 1:15pm 
Hi. Your Medieval Overhaul patch seems to be outdated as there have been recent changes with MO. Can you update it? Either way, thank you.
Magian Aug 7 @ 10:06am 
Thank you for your answer. Sorry, I wasn't observant enough.
It turned out that the character backgrounds in the past were relatively strong. Now, when I start with a tribe, there are many more illiterates.
Wumpi  [author] Aug 4 @ 10:00am 
@Magian
Depending on the backstory, there already is a degree of randomness. The backstory itself defines a base set of knowledge that is essentially required thematically - A geologist must have X amount of geology knowledge.
Beyond that, industrial tech level + includes "hobby" templates which can assign random themed proficiencies based on the age of the pawn. An adult doctor may still have some mechanics experience because at some point in his life he was interested in vehicle repair.

Additionally, many backstories are too vague to assign an exact set of proficiencies. A "scientist" for example could be specialized in any number of fields. We randomly pick from a set to simulate this. 2 pawns with the same backstory may have different proficiencies as a result.
Magian Aug 4 @ 3:13am 
Every adult chess piece starts with the same initial knowledge. Should we add some randomness to give the pieces different knowledge scopes?
тетеря, блин Aug 1 @ 1:58pm 
if possible, please, add compatibility with:

Vanilla Furniture Expanded
Vanilla Furniture Expanded - Spacer Module
Kiiro Race (xpath="Defs/ThingDef[defName="Kiiro_TwoHandSword"]")
[LTS]Tenants
Altered Carbon 2: ReSleeved

🙏
Allianser Jul 31 @ 12:18am 
Proficiencies are not required for researches on Linux (Steam Deck)
Just Jul 27 @ 4:39pm 
@тетеря, блин, it tries to patch some items, but these items do not exist (for example, if they have been removed in another mod). So, these errors are not critical, but they are indication, that some patches may be a bit outdated.
тетеря, блин Jul 27 @ 8:15am 
throws a lot of patch errors, how crucial is this? logs from the main menu:
..
https://gist.github.com/HugsLibRecordKeeper/fefb87359d5c4af9306a5bd3ba3ba41d
WindyGleam Jul 26 @ 12:46am 
I had a lot of fun with this mod, it adds more depth and randomness to the full playthrough, but I've met some problems with the learning and teaching mechanism, you need to constantly create and adjust the learning plans in the early game, which requires to open the knowledge tab many times.
It would be way more helpful if it could be simpler, like you could set that this pawn needs to learn knowledge A, and another pawn with the knowledge could come to teach them. In this case, the pawn without the knowledge is the research table, and the pawn with the knowledge is the scientist.
Tybo Jul 25 @ 4:40am 
Thanks for the awesome Mod Wumpi! First time using it and I have to say, this mod is far superior to anything else attempting 'teaching' that's around!!

I have a small question on something I haven't been able to figure out... How do I use the autopsy table? Is it used automatically as part of the pioneering research?
Wumpi  [author] Jul 23 @ 4:54am 
@Emilie Sackenball With the July 21 update that fixed the broken patches?
I see both the button in the bio as well as students in the learning tab. RR features are also working with a cursory re-test. If you're having issues, reporting them without a full log file is counter productive.
Emilie Sackenball Jul 22 @ 11:37pm 
@Wumpi I think I was not able to explain myself about make it fool proof, but well, lets wait for moders to do the patching.
Also, no Research Reinvented is not compatible, it make dissapear the "Lightbull" icon to access pawns proficiency also it blocks the pawns from appearing in the study tab, its fixed by removing Research Reinvented
Wumpi  [author] Jul 22 @ 3:47pm 
@Emilie Sackenball
I do not want regular users using the patching tools at all. The last thing I need is hundreds of users with half-broken installs because they've mucked about with things they don't understand and have reported problems they created themselves.
For users interested in customizing their install, I refer them to the "old fashioned" way that all other modders use. The in game tool is just to assist modders (and myself) with creating patches, not a way to customize a play through.
Wumpi  [author] Jul 22 @ 3:42pm 
@Denys_World
It's already compatible.
Denys_World Jul 22 @ 10:56am 
Gonna ask for Research Reinvented compatibility...
Emilie Sackenball Jul 22 @ 9:07am 
@wumpi how about a less complex way to let the user make their own patching ingame? I mean there's enough work you can do with the massive quantity of mods in the workshop?
I read the "warning" you put about patching and is a little of an "scare" for the regular user.
Mystic Referee Jul 22 @ 7:42am 
This would be a really cool alternative to the normal rimworlds research function.
Wumpi  [author] Jul 20 @ 8:49pm 
@Streamline
Less broken, more not updated post 1.6. Soon
WetPenut Jul 20 @ 4:03pm 
does not seem compatible with ResearchPowl or am i doing somthing wrong?
Streamline Jul 20 @ 1:29pm 
When both this mod and Research Reinvented are enabled, it breaks pawns being able to satisfy recreation. Disabling either mod fixes it. So yeah, the integration seems pretty badly broken.
Emilie Sackenball Jul 20 @ 10:42am 
@Artelas you're right RR totally blocks the pawns for appearing in the Lessons tab