RimWorld

RimWorld

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Growth Vats: Overclocked
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Mod, 1.4, 1.5, 1.6
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703.226 KB
Nov 10, 2022 @ 11:31pm
Aug 13 @ 3:46am
21 Change Notes ( view )
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Growth Vats: Overclocked

In 1 collection by MakeItSo
Behold: My stuff! (MakeItSo's Mods)
2 items
Description
Updated for 1.6



A mod that adds lore- and (hopefully) balance-friendly features to increase the learning rate of children being grown in growth vats to be nearly as good as growing in the real (Rim)world, and optionally train them in specific skill sets. Now includes fast vat-growing drugs, and consequences for growing to much, too quickly (Vatshock - description will be updated with more info as I can but I wanted to get this out :) ). Vat Timers and ownership have also been implemented to combat the effects of too much Matrix.

Description


Are you sick of maladjusted, unskilled, vat-grown colonists?

Do you have a bunch of energy to throw away now that you can power and pollute to your pleasure?

Well have I got a deal for you - presenting the Enhanced Growth Vat Learning Suite!

Research breakthroughs have led to great strides in the quality and efficiency of neural stimulation, allowing a modification to Growth Vats that provides higher resolution simulations to their occupants than previously possible.

Vat occupants can experience something close to a real life, with all of the growth and learning opportunities that experience brings, at a cost of higher power requirements and slower growing speeds.

Additional 'learning suites' can also be researched, allowing for more fine-grained control over the kinds of experiences vat occupants can receive as explained in these handy-dandy infographics:








NOTE: while you can change the environment the occupant experiences, you cannot 100% control how they will respond to growth or what exact skills they will learn. Additionally, children start with many skills locked so skill experience patterns will reflect this. For best result keep teenagers in vats to continue training when all skills are unlocked and passions are generated.

How it works


  1. Find or purchase from traders the enhanced growth vat learning techprints (or use my Configurable Techprints mod to remove techprint restrictions).

  2. Unlock the new research project 'Enhanced growth vat learning' (in the Enhanced Vat Learning research tab).

  3. (Optional) Unlock the different learning mode researches. Leader mode requires a further techprint purchase because of it's POWAH.

  4. Make a baby (natural or embryo) and put it in the vat.

  5. Wait for baby to age into a child - even if enhanced learning mode is on the baby will grow at the vanilla x20 (fast) speed. If you're impatient, try making some vat-juice to speed things up!

  6. Look at the child in the vat - see it's (now visible for all vat children in this mod) growth gizmo? Now you can see how abysmal growth is for vanilla vat kids (2 growth points per day, unadjusted for speed of growth in any way, bleh).

  7. Use the gizmos on your growth vats to toggle enhanced mode on or off, and select the learning suite if researched (Default, Combat, Labor, Playland, Leader). Note that enhanced learning mode can be turned on even if the occupant is a baby, but the vat will continue to act like vanilla until they become a child and can take advantage of learning and growth.

  8. Go do other stuff until you reach a growth moment for your vat child (unlike vanilla vats, in this mod vat growth is completely paused until you make your growth moment decision, when enhanced mode is enabled)

  9. Repeat last step until the child reaches 13 years old (3 growth moments).

  10. You can now either leave the teenager in the vat to continue learning skills until they are 18 or dump them out early if you need the people or your ideology demands it.

  11. Profit

The Mod Settings page can be used to tweak many values the mod uses if you don't like the way things are balanced. If a value is not in the settings, it is likely defined in a def and can be patched. I'll add settings for these things as well if there is enough demand.

Other Features


Thoughts for parents with child labor precepts:
  • Pro-child labor parents will be happy their children are learning to be productive faster.
  • Anti-child labor parents will only be happy if their vatkids are in playland mode.
  • Pro-child labor parents will be very unhappy if their teenage children are left in vats instead of being put to work.

(Optional: default on) Custom backstories:
Adds 5 custom child backstories that are a little more descriptive than 'vatgrown child'. Backstory will be chosen based on which learning suite the occupant spent the most time in. Check the pawn's Stats > Misc. to see a breakdown of their simulated vat time (only visible before childhood backstory is generated at 13, if they have spent time in a vat).



Changelog


See Change Notes

Plans & upcoming features


See Plans and Features

I use this as a scratch pad for ideas that I might like feedback on before implementing too. Edited pretty often and usually has my most up-to-date thoughts on the mod.

Technical & Compatibility


See Compatibility notes

Links


github[github.com]

Translation ready. If you want me to link your translation here just let me know.

Thanks for using my mods :D
Thanks Tyrfing and Hucket Bat!
The dated memes, references and dad-level humour won't change. They nourish me. Sorrynotsorry ;P
Also, hate asking but if you're enjoying the mod a thumbs up makes it much more visible on the workshop and gives me the warm'n'fuzzies
Popular Discussions View All (5)
99
Aug 13 @ 3:57am
PINNED: Bug Reports & Compatibility and Technical notes
MakeItSo
10
Dec 28, 2023 @ 4:59pm
Plans and upcoming features
MakeItSo
3
Jan 5, 2023 @ 11:58pm
Plan updated
MakeItSo
333 Comments
MakeItSo  [author] Sep 5 @ 11:03pm 
@Consho: Not stupid, there is a lot to this mod lol. Always happy to answer qs
Consho Sep 5 @ 7:44pm 
@MakeItSo ohhhhh thank you. I thought it was on the Records tab. Now I understood better the "simulated time", I thought they should stay in the vats for literally 400 in game days to generate the backstory. Sorry to bother you, and thank you for answering my stupid questions
MakeItSo  [author] Sep 5 @ 7:25pm 
@consho: Yes, simulated (sped up) vat days I believe. If you look at the colonist stats screen (the one with their work/movement speed and stuff) it should be visible there - I added it in especially for this feature.
Consho Sep 5 @ 6:49pm 
@MakeItSo okay, so if I set 50 days in the "Simulated days required for mode backstory" option, the colonists in the growth vat will receive a mode-related backstory when they reach the last moment of growth and have spent at least 50 days in total on the growth vats? (btw i could not find where is the record of days when the colonist stayed in the growht vat)
MakeItSo  [author] Sep 4 @ 11:28pm 
@Consho: Backstories are the little bits of flavour text that describe the pawn's life: https://rimworldwiki.com/wiki/Backstories

My mod tracks the number of simulated days a child has lived in a vat and uses one of 5 custom backstories if they spend long enough in one particular mode.

There are setting tooltips that should describe what each of them does, but feel free to ask more specific questions if you have any.
Consho Sep 4 @ 9:26pm 
Hey man, could you explain the mod options related to backstories a little better? I'm a little confused about what they actually do and what they change. (I'm sorry for being so stupid)
MakeItSo  [author] Aug 30 @ 8:01pm 
@Loseruser359 & Fredrik:

I've double-checked my code and can confirm that changing growing speed will *not* change the learning need or growth points generated.

The only settings that matter to users will be the "mode learning need" and global "Learning need max variance" and "Learning need change rate". All of the settings have tooltips that explain more.

Note: I actually had to do a fair bit of work to make sure that this is the case - internally, growth points are accumulated at a set rate per day based on learning need and pawn age. I had to modify the code to ensure that this rate was in line with the number of *simulated days in the vat* rather than real days to get growth tiers to work properly in vats at all.
Loseruser359 Aug 30 @ 8:59am 
If I change the growing speed to a higher number (instead of the default 18) will the learning need for growth tiers be worse off?
MakeItSo  [author] Aug 29 @ 9:55pm 
@Fredrik: I believe you only need to set the learning need - aging factor is meant as a balance and from memory isn't strictly connected to the learning speed code -I think it does affect the skills learned, though it's been a while since I touched that code lol
Fredrik Aug 29 @ 9:02am 
So if i wanted to max out the growth tier i need to set the "learning need" to 1 and "aging factor" to something lower like 12-14? Its how im understanding it but i might be wrong?