RimWorld mod; see About.xml and forum thread.
ratysz / madskills Goto Github PK
View Code? Open in Web Editor NEWRimWorld mod.
Home Page: https://ludeon.com/forums/index.php?topic=11148
License: GNU General Public License v3.0
RimWorld mod.
Home Page: https://ludeon.com/forums/index.php?topic=11148
License: GNU General Public License v3.0
RimWorld mod; see About.xml and forum thread.
From @Hiroyan495:
Oh, as a question from me: Will it be possible to make it display the "Over-limit multiplier" that you set up in the settings when you go over the limit (or in case of 100%, not at all) or would that require too much work to code?
See #25
So they won't lose their Attack / Tameness / Etc. levels?
From ;D
:
If you're open to suggestions, I'd like to suggest a tiered decay multiplier: Essentially, same as Vanilla, your skills can decay back all the way to level 10. However, every level you gain multiplies all previous levels' decay by, for example, 80%.
So if your pawn first reaches level 10, decay multiplier is 100%:
- At level 11, decay multiplier at level 10 is 80%, 100% at 11
- At level 12, decay multiplier at level 10 is 64% (0.8)^2, 80% at 11%, 100% at 12
- At level 15, decay multiplier at level 10 is 33% (0.8)^5, and so on
This means every pawn will need to have a max skill level reached assigned to each skill. This would give a sense of better skill retention for pawns reaching higher levels, while not preventing skill level drops completely.
From myself:
The way I see it, perfect option would be similar to how Dwarf Fortress does it: skill is not lost, but can get "rusty" over downtime, which means it'll be temporarily reduced and will recover quickly with active use.
I believe this would be a really nice addition to allow a field in the mod settings to specify a skill level at which the base games skill decay is then turned off, and the skill stays at or above that level.
Example:
A pawn has just reached level 20 in Crafting. In the mod settings, level 20 is specified in the stop skill decay at level field. That pawn who now is level 20, will no longer gain any more levels, and his skill value (20.00) is now locked into place.
Example 2:
A pawn has just reached level 15 in Crafting. In the mod settings, level 15 is specified in the stop skill decay at level field. That pawn who is now level 15, will continue to gain levels up until level 20.00, and will stop at level 20. The skill will also not loose any levels once the level has hit level 15.
Example 3:
A new game has been started, and the pawns crafting level is at 0. In the mod settings, level 0 is specified in the stop skill decay at level field. That pawn will now gain levels in crafting, but will subsequently not loose then due to the level specified in the mod settings.
I know alot of people would be interested, as I posted this idea on /r/rimworld, and had a pretty positive response, since this type of functionality is not in any other mod. See post link below.
Thanks in advance for all your hard work, love the mod! Keep it up!
https://www.reddit.com/r/RimWorld/comments/sgl2t6/mod_request_once_a_pawn_hits_level_20_keep_him/
Post analytics: https://prnt.sc/26n36p4
See #25
Investigate - wasn't there a compat thingy in VSE itself, or was it some other mod?.. The answer may be somewhere in the Workshop comments.
From @Rye Bread
:
Thank you for the great mod! Just wanted to throw in a suggestion, not sure if itβs planned or not. Anomaly spoilers: One of the new Creepy Joiners, the perfect human, comes with the Perfect Memory trait. 0% skill decay. Would you consider changing the behavior of this trait like you did with Great Memory? Maybe like 100% global learning factor? Thanks again!
From The Blind One
Suggestion/Feature request: The possibility to have separate daily XP limits based on whether a skill is a passion of the pawn or not. Passionate pawns would continue to gain experience longer where normal pawns would stop sooner. Burning Passion possibly having no limit at all. It's burning after all.
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