Difference between revisions of "Training"
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== Crafting training == | == Crafting training == | ||
− | + | Building a crafting spot and then crafting a lot of simple items is a quick way to train crafting. | |
== Growing training == | == Growing training == |
Revision as of 01:29, 26 July 2016
Template:UC There are various methods to train your colonists various skills. Below are a few of the many ways possible.
Artistic training
Ensure a colonist is constantly set to create art. This boosts the skill quickly, especially if the colonist is interested in Art. The colonist will start by making low quality sculptures but will begin making very valuable masterworks before you know it.
Construction training
Combined Construction and Shooting Training
This method trains the Construction and Shooting skills simultaneously. This image demonstrates the combined Construction and Shooting training.
When using this method, keep in mind the possibility of friendly fire. It the shortest path from point A to point B goes through the live side of the firing range, one of your colonists may be hit. An easy solution to this problem is to isolate the firing range from the rest of your base and never use orders in the region without holding fire.
Helpful Tips:
- Do not make either room smaller than three tiles to prevent the "cramped environment" debuff.
- Use Stone Walls for their superior durability.
- Designate the colonists you intend to train so that they can only repair.
- Increasing the number of shooters increases the rate at which the walls are damaged. It is important to have a balance of shooters and repairers.
- Watch the shooter's morale, if they are drafted too long a mental break becomes likely.
- Giving the repairer a Personal Shield will help catch any 'stray' shots (Yes, they can and will shoot through a wall).
Cooking training
Unknown...Commencing research...
Crafting training
Building a crafting spot and then crafting a lot of simple items is a quick way to train crafting.
Growing training
Unknown...Commencing research...
Medicine training
Repeatedly attaching and removing bionic limbs can boost a colonists Medicine very rapidly.
Attach Artificial or Bionic limb to pawn (~2000 skill @ Interested) Operations: Remove Part (~2000 skill points) This will leave the pawn bleeding, patch them up (~200 skill) Operation: Reattach Part (~2000 skill points)
Barring a catastrophic failure, it can be repeated as needed.
Melee training
Unknown...Commencing research...
Mining training
Unknown...Commencing research...
Research training
Researching doesn't require training besides the activity itself, since it's rendered useless as soon as the research topics are over.
Shooting training
By drafting a colonist and ordering him to attack something indestructible, you can train their shooting skill outside of the regular "training" they receive when the colony is under attack.
Combined Shooting and Construction training
See Construction for more information.
Other Methods & Mods
0.2.363 Sleeping spot can still be targeted, use this feature before it's patched again. This feature is currently unconfirmed for the current version
0.6.532 Use Target Practise mod, which adds custom indestructible block called Target.[1]
Methods for Previous Versions
Growing area (removed from game in Alpha 2)
Dumping area (removed from game in Alpha 1)
Social training
Each social chat with a colonist gives 4 social xp per per speech balloon at 1x skill modifier and 0 mood modifier. Having a friendly chat with a prisoner in order to convince him/her to join the colony gives roughly 50 social xp at 1x modifier per speech balloon. If you are recruiting prisoners, be sure that the one whose social skill you want to train is the warden. Keeping a prisoner you don't want to recruit, or who would be difficult to recruit at "friendly chat" will allow the Warden to keep having conversations indefinitely, allowing skill training.