RimWorld

RimWorld

375 ratings
Mad Skills+
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.219 MB
Aug 7, 2023 @ 8:04am
Aug 3 @ 7:24pm
22 Change Notes ( view )

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Mad Skills+

In 1 collection by Cedaro
cedaro's mods
37 items
Description
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 Comments
[Br] Nasid Sep 21 @ 5:17am 
ty
Sui-chan wa kyou mo kawaii Aug 28 @ 3:10pm 
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 Aug 19 @ 9:32pm 
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 Aug 17 @ 12:51pm 
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 Aug 17 @ 12:44pm 
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 Aug 4 @ 9:02am 
@Cedaro Thank you for the github link. Works perfectly now.
Apraxas Aug 4 @ 6:04am 
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  [author] Aug 4 @ 3:14am 
download the release
frus-m Aug 4 @ 2:15am 
github link - ver 1.5
Victor Aug 3 @ 8:46pm 
I have a 1.6 folder now, I think you fixed it.