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− | {{ | + | {{Define|Exotic Item |
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| always haulable = true | | always haulable = true | ||
+ | | def name = Neurotrainer | ||
+ | | description = A one-use super-dose of mechanites tuned to train a specific skill. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed. | ||
| draw gui overlay = false | | draw gui overlay = false | ||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
Line 24: | Line 8: | ||
| label = neurotrainer | | label = neurotrainer | ||
| parent name = ResourceBase | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
| resource readout priority = Middle | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
| selectable = true | | selectable = true | ||
+ | | stack limit = 1 | ||
| thing class = Neurotrainer | | thing class = Neurotrainer | ||
| trade never stack = true | | trade never stack = true | ||
| use hit points = true | | use hit points = true | ||
+ | | flammability base = 1.0 | ||
+ | | market value base = 2000 | ||
+ | | max hit points base = 80 | ||
+ | |mass = 0.2 | ||
}} | }} | ||
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− | + | {{Info|The ''neurotrainer mech serum'' is a rare item that will substantially increase a single, specific skill of the colonist using the serum. It will then be used up and disappear. Each serum is attuned to one specific skill and will increase this skill only, which is given as part of the name, as in "''melee'' neurotrainer mech serum". The skill can not be chosen, it is a property of the specific mech serum to be applied. | |
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+ | To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". The skill will increase immediately, the game will display an on-screen message to this effect, and the serum will disappear. | ||
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+ | Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, effectively giving either 35%, 100% or 150% of the base XP, depending on the ''passion''. It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up. | ||
− | + | Traits like "Too smart" or "Fast learner" have no effect when using the neurotrainer. | |
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− | + | The learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the serum always provides the same amount of XP for a given character. | |
− | + | A skill upgraded above level 10 is still subject to decay, as if the skill was learned in the natural way. | |
− | + | }} | |
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− | + | == Obtaining == | |
+ | The item can be bought from traders, obtained as a quest reward and found in item stashes. | ||
− | == | + | == Strategy == |
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− | + | * Skill ''passions'' are in effect when learning from this item, so it is most effective when used by a colonist with a ''low skill level'' but ''high passion'' for the skill | |
− | + | * The serum is very valuable when training the skill in the field is difficult, be it for lack of opportunity, or because training would require spending resources or a lot of time. It will allow you to make a colonist immediately viable and productive for a given task: for example, using a serum to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine. | |
+ | * Skill increases in general have diminishing returns. The lower the current skill level, the more valuable a given amount of XP points is. Since the serum gives a fixed number of XP points, as opposed to increase the skill level by a percentage, it is usually more effective to raise low skill levels with it. Getting a character from level 2 to level 9 in a skill is worth more than getting somebody from level 16 to 18. | ||
== Version history == | == Version history == | ||
− | + | In Beta 18 the name of the item and its description was changed. | |
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