Difference between revisions of "Skilltrainer"

From RimWorld Wiki
Jump to navigation Jump to search
m (PigeonGuru moved page Neurotrainer to Neurotrainer mech serum)
Line 2: Line 2:
 
| always haulable = true
 
| always haulable = true
 
| def name = Neurotrainer
 
| def name = Neurotrainer
| description = A one-use nanotech trainer device. The neurotrainer is inserted through the orbit of the eye and releases nanomachines into the subject's brain, quickly improving their skills in a specific area.
+
| 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 31: Line 31:
 
== Obtaining ==
 
== Obtaining ==
 
They can be bought from traders. Occasionally, they can also be found in item stashes.
 
They can be bought from traders. Occasionally, they can also be found in item stashes.
 +
 +
==Version history==
 +
In Beta 18 it received a rename and a different description.

Revision as of 13:08, 18 November 2017

Skilltrainer

Neurotrainer mech serum.png

A one-use super-dose of mechanites which trains 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.


Type
Exotic Item
Stack Limit
1

Base Stats

Flammability
0.2
Market Value
750
Mass
0.2
Max Hit Points
80
... further results

Stat Modifiers

... further results

This device is used by a colonist to raise one particular skill by giving 50000 base experience. This is multiplied by the colonist's passion bonus, giving 33%/100%/150% XP. The skill it will upgrade is listed as a prefix, e.g. Melee Neurotrainer. It will have no effect on a colonist that is incapable of that skill. A skill upgraded above level 10 is still subject to decay.

Neurotrainers aren't installed via operations like bionics are. To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is consumed upon use.

The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain.


Obtaining

They can be bought from traders. Occasionally, they can also be found in item stashes.

Version history

In Beta 18 it received a rename and a different description.