jptrrs / HumanResources

A technology overhaul for RimWorld
MIT License
18 stars 12 forks source link

Option to take in to account pawn's relevant skill in addition to intellectual? #78

Open abrenneke opened 4 years ago

abrenneke commented 4 years ago

In my opinion, it makes sense for a pawn that is proficient in, say, construction, to be able to research something like Complex Furniture much faster than a pawn that has no hands-on knowledge of construction, and has only read books on the matter.

Would it be very hard to take in to account the pawn's skill for the research in addition to their intellectual skill? Not sure what the best weighting would be, 50/50 is a good start. That way, you are even less inclined to make one pawn with the most Intellectual skill your researcher, and instead spread the researching among your pawns with the most skill in each area.

The mod already is able to calculate the most relevant skill for a particular piece of research, so maybe this could be straightforward! Let me know what you think!

jptrrs commented 4 years ago

Hi Andy! That's not a bad idea. Yes, the mod does calculate a skill for almost every tech, for the purpose of distributing them on pawn generation. But that's not a perfect process, it's based on keywords on the techs description and its unlocked defs and recipes. Some associations might seem odd to humans, and some modded tech might end up with no matches whatsoever. It's no big deal when that's used just to hand knowledge to pawns on spawning. But I'm afraid it would become too apparent when exposed on that speed bonus. Besides, the task completion speed is handled by the native game system. It is rigged to check the skill determined by the recipe. It would take another intervention to the game mechanism to reroute a fixed skill per task to a dynamic system. Not impossible, but not really simple either. Just thinking about the necessary changes to the report info window gives me headaches! So yeah, I must say I'm not too keen at taking this step, sorry! But hey, I'm always saying I'm open to collaboration. If someone out there wrote that system, I would gladly incorporate it. Thanks for the input!

João Pedro

On Sun, Oct 11, 2020 at 12:01 AM Andy Brenneke notifications@github.com wrote:

In my opinion, it makes sense for a pawn that is proficient in, say, construction, to be able to research something like Complex Furniture much faster than a pawn that has no hands-on knowledge of construction, and has only read books on the matter.

Would it be very hard to take in to account the pawn's skill for the research in addition to their intellectual skill? Not sure what the best weighting would be, 50/50 is a good start. That way, you are even less inclined to make one pawn with the most Intellectual skill your researcher, and instead spread the researching among your pawns with the most skill in each area.

The mod already is able to calculate the most relevant skill for a particular piece of research, so maybe this could be straightforward! Let me know what you think!

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abrenneke commented 4 years ago

I'm happy to do it and see how it goes! 🙂