RimWorld
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Mad Skills+
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Mod, 1.4, 1.5, 1.6
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1.219 MB
7 aug 2023 om 8:04
3 aug om 19:24
22 wijzigingsnotities (weergeven)

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Mad Skills+

In 1 verzameling van Cedaro
cedaro's mods
37 items
Omschrijving
Mad Skills+ is a fork of Mad Skills originally by Ratys, aimming to extend features and compatibility. Distribute with permission.

Features
  • Compatible with Memory Implants
  • Integrated with Vanilla Skills Expanded
  • New customizable options:
    • Sleep stop decaying: Only awaken pawn will lose their skill XP
    • Retention: Pawn will stop losing skill XP in a short period after learning that skill
    • Experience: Each level pawn has ever reached in the past can reduce the skill decay potency
    • Lv.20+ Multiplier: Add a soft cap for endless growth

As its origin, safe to add or remove from existing game, and only has necessary minimal impact on performance.

Support languages:
- English
- Chinese

Licence (GPLv3)[www.gnu.org]
Github[github.com]
133 opmerkingen
[Br] Nasid 21 sep om 5:17 
ty
Sui-chan wa kyou mo kawaii 28 aug om 15:10 
Regardless of mod settings/load order, it completely stops skill degradation for skills greater than 20. I suspect this is caused by the lv.20+ multiplier, but changing that value in either direction doesn't fix this issue.
SP4RTAN 19 aug om 21:32 
There seem to be some times where skill degradation still happens when it shouldn't. It's hard to test but I've definitely noticed some pawns that were level 20 drop to 19
snake 17 aug om 12:51 
my offer:

switch (level)
{
case 10: return -0.1f;
case 11: return -0.2f;
case 12: return -0.4f;
case 13: return -0.6f;
case 14: return -1.0f;
case 15: return -1.8f;
case 16: return -2.8f;
case 17: return -4.0f;
case 18: return -6.0f;
case 19: return -8.0f;
case 20: return -12.0f;
default:
if(level > 20)
{
return -16.0f;
}

return 0.0f;
}
snake 17 aug om 12:44 
hey, in your code you default decay to 0:
switch (level)
{
case 10: return -0.1f;
case 11: return -0.2f;
case 12: return -0.4f;
case 13: return -0.6f;
case 14: return -1.0f;
case 15: return -1.8f;
case 16: return -2.8f;
case 17: return -4.0f;
case 18: return -6.0f;
case 19: return -8.0f;
case 20: return -12.0f;
default: return 0.0f;
}
if you have time maybe you could extrapolate it for higher levels too? since its conflicting with endless growth and makes decay to 0. or maybe make an if statement for levels higher than 20 to take the value of -12.0f while lower values than 10 still default to 0
Bloxxxi 4 aug om 9:02 
@Cedaro Thank you for the github link. Works perfectly now.
Apraxas 4 aug om 6:04 
Hey Cedaro, it's not your mod or your mistake that 1.6 folder is missing. It's the steam. 1.6 folder missing is not just your problem but it's been happening to multiple mods these days...
Cedaro  [auteur] 4 aug om 3:14 
download the release
frus-m 4 aug om 2:15 
github link - ver 1.5
Victor 3 aug om 20:46 
I have a 1.6 folder now, I think you fixed it.