边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Skills Expanded
389 条留言
bidiguilo 9 月 30 日 下午 4:13 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [作者] 9 月 28 日 下午 11:07 
Base game for skills without passion in 35%
felipedobri 9 月 28 日 下午 6:58 
Why have the "Allow multiple critical passions" on by default?, it just makes pawns have rocks for brains, setting the maximum learning speed for any of their skills as 25%
DanZinagri 9 月 27 日 下午 2:54 
Likely beyond the scope, but i always thought this would be pretty cool if you could get some sort of progression to this if you allow more than one, even if it was in the form of having to find rare skilltrainers to go beyond the cap.

Mostly thought about it because 1 always felt too low, but raising the cap feels a little cheesy as obviously when doing more than one you have to reduce the effectiveness as well (as some of them get a little silly otherwise when you have multiple). But at the same time there's some generally "best" choices for each so when limited to one certain options tend to become auto-picks (this isn't to say they're unbalanced in themselves, not every stat is equally as important at a base game level)

But primarily I always thought it would be a cooler system that if you had more than one allowed you couldn't just go "and i'm gonna grab all of them at once" you had to work your way up to them, giving the overall system even more longevity.
Sarg Bjornson  [作者] 9 月 23 日 上午 11:29 
Alpha Skills
ligniantations 9 月 23 日 上午 11:03 
i see operating as an expertise in game but i don't see it listed here
Sarg Bjornson  [作者] 9 月 21 日 下午 10:45 
Depends on the stat. Taming is additive
BeastofMSU 9 月 21 日 下午 6:25 
Oh wait...are the stats additive or multiplicative? Taming for example says +100% success chance, does that mean I will always have 100% chance of taming or if i have a 5% chance it becomes a 10% chance?
123123123123 9 月 21 日 上午 10:17 
Yep, and just so that you know (I wouldn't want you to think this mod set randomly passion commonalities to 0) it was a problem I caused on my own.

I added Alpha Skills to the mod list for the new expertises but, as I didn't want the new kinds of passions, I went to the mod settings and mindlessly set to zero the passion commonalities, not realizing that both mods commonalities appeared merged in the same list. So instead of just setting Alpha's to 0, I set them all to 0.

That's it, again thank you, both for your time here and for the work you do.

Regards
Sarg Bjornson  [作者] 9 月 21 日 上午 10:05 
haha, that makes sense, it was probably trying to get a random passion... from an empty list!
123123123123 9 月 21 日 上午 10:02 
Well, I think I found the issue.

Looking at the mod options I found that the passion commonalities were all set to 0.

By resetting to defaults, the problem has gone away.

Thanks for your time.
123123123123 9 月 21 日 上午 9:36 
There you have a log: Log [gist.github.com]

I didn't attach a log earlier because I couldn't create a log while the game was stuck in the infinite creating map/world screen.

This log is just after the game loads.
Sarg Bjornson  [作者] 9 月 21 日 上午 9:21 
If you got no logs, I'm not sure how you'd want me to help. It's obviously a problem with your setup
123123123123 9 月 21 日 上午 9:03 
Hi, first of all thank for your work. I'm having a problem with this mod.

I can't generate a world/map, it happens both if I try a regular new game or if I use the dev option "Dev quicktest", the game gets stuck infinitely in the generate world screen (or generate map for the "Dev quicktest").

It happens even if this mod and its dependencies are the only things loaded. I have even tried dissabling the DLCs.

No console log appears, just an infinite loading screen.

The moment I remove this mod, world/map generation works.

Regards.
Sarg Bjornson  [作者] 9 月 19 日 下午 2:00 
v2.01:

Added mod options to add expertises and set them to a given level
Fixed the taming expertise, which wasn't applying revenge on tame fail stat modifiers
Hidden the Food Hygiene expertise, as it wasn't doing anything (cooking 15 already lowers food poison chance to 0.5%, which is negligible). It will just be hidden from being chosen, not removed from existing pawns that have it, for compatibility reasons.
Buffed the Striking expertise, as the bonus it was giving to melee hit chance was negligible
Swapped VEF_VerbCooldownFactor for the vanilla RangedCooldownFactor
We are aware of the problems with Sniping in 1.6, but those will take longer to address
Sarg Bjornson  [作者] 9 月 19 日 上午 6:42 
Yes, something wonky going on with it
Caustic buff when 9 月 19 日 上午 4:21 
It seems that the "Sniping" expertise is not functioning as intended. From my understanding, it is supposed to increase the held weapon's range up to 120% from base. However, despite my pawn having expertise at 11 and holding a rifle with base range of 41, which supposedly should be increasing the range by 11%, to ~45, still has it at 41. Please, clarify.
Sarg Bjornson  [作者] 9 月 18 日 上午 12:32 
Yes
ShinUon 9 月 18 日 上午 12:06 
What do the "Edit passion commonalities" settings in the mod options for this do?

Are they rarity chance?
Dragonmaster Cale 9 月 13 日 下午 3:46 
I have made an addon mod for this mod that allows you to hide or expand the expertise skills underneath the main skills they are tied to! Now the Bio panel won't get super long no matter how many expertise you have!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3567691007
Please enjoy your OP colonists without worrying about the Bio panel scrolling off the screen!
Also, thank you to the Vanilla Expanded team for making such an awesome mod in the first place!
Hemito 9 月 13 日 下午 12:35 
It really suffocates me that it appears in the general list, maybe there is an option to hide them, even completely if necessary.
In terms of, it really annoys me that this thing spoils the order of skills, it is unreadable because of this.
I'm generally ready to get into the mod files or something like that to remove the display of this.
But I want to hope that they will show me a specific place in the code that needs to be changed
In general, it wouldn’t be bad, these things already have a separate menu, let them hang out there. :D
Pamparampampamparam 9 月 13 日 上午 11:32 
Would a Piloting specialization be too niche? I think it's appropriate, but maybe would need extra benefits beyond just imporving takeoff rituals to be worthwhile. Maybe some Vac resistance?
$t4lk3r 9 月 12 日 上午 8:18 
Can you please add a option that the critical learning speed don´t affect other skills completly and not only the passion ones
Naucetaaq 9 月 9 日 上午 5:05 
Would it be possible to add a setting that allows you to add and/or adjust a timer that delays when skill decay starts? So rather then being a constant drain, I can say, if you don't use this skill for exactly 24 hours then have the decay start. For balance reasons it would make sense to also be able to adjust the rate of decay to be significantly faster when it does occur. It's just a suggestion and I love the work you guys do!
Naucetaaq 9 月 9 日 上午 5:01 
@fallen_one_84 there is a setting for that in the mod settings if you are talking about the critical passions penalty to all other skills. You can also restrict it to just one critical passions at most per pawn.
fallen_one_84 9 月 8 日 下午 7:26 
can you add a way to disable the learning speed x.25% from critical passion

or have it only stack one time instead of stacking 3-4 times. when playing with multiple passions.

my artist only gains 1 point on a grand sculpture.

gonna have to give every one all passions at this speed.

because that's the only disable setting in options.
Sarg Bjornson  [作者] 9 月 6 日 上午 7:14 
Yeah, above level 10 they decay, but if the colonist uses the skill regularly it will be less than the points they get to learn it
jevanni 9 月 6 日 上午 6:56 
I figured out my problem. and it turns out that in the vanilla game there is such a mechanic as Decay of a skill.
the funniest thing is that I have been playing Rimworld for quite a long time and only now I found out about it :)
Sarg Bjornson  [作者] 9 月 6 日 上午 5:45 
No, AS depends on this mod
jevanni 9 月 6 日 上午 5:20 
could it conflict with the "Alpha Skills" mod (although I think not)?
I don't have any other mods installed that change the skill system
jevanni 9 月 6 日 上午 5:14 
and what mods can conflict, any ideas?
Sarg Bjornson  [作者] 9 月 5 日 上午 11:26 
No, you may have mod conflicts
jevanni 9 月 5 日 上午 10:11 
as well as those skills that do not develop, do not have passions, do not cause apathy, etc.
jevanni 9 月 5 日 上午 9:52 
is it normal that a pawn forgets some skill faster than it is trained? the speed of "forgetting" a skill is much greater than the speed of learning. and this is the case with almost every skill in the entire colony. when I noticed this, I could not understand why this was happening.
Endlle 9 月 5 日 上午 7:09 
Can you make automatic expertise picking its hard when there is 30 cololonits ageing at the same time, i spend most of my time clicking expertises also i play with max amount of expertises. Also can you please have a scrool bar thats not broken with 0.22225626 intead 0.2.
Futstub 9 月 4 日 下午 11:46 
It also says that this works with character editor, and it doesn't...
Futstub 9 月 4 日 上午 7:45 
The taming expertise doesn't work at all. Neither increases it the taming chance, nor decreases it the attack chance.
DeathOnArrival 9 月 2 日 下午 12:26 
a small request for the mod's settings UI: can passion commonalities sliders be bound to something like 3 digit accuracy, and the maximum expertise drop-down be turned into a slider? and why are they like this in the first place?..
TheDirge 8 月 31 日 上午 6:54 
Seconding the request for an option to turn off the passion types introduced in this mod. I just want the expertise system : /
Sarg Bjornson  [作者] 8 月 30 日 下午 10:58 
Luciferium condiment does not cause any addictions
mack 8 月 30 日 下午 7:23 
how do i tell my chef with flavor mastery to stop spiking peoples meals with fucking luciferium
HaPpY 8 月 30 日 上午 5:03 
That's a great solution it's working now ! :D. Im not very experienced player and im very grateful for help :D
Sarg Bjornson  [作者] 8 月 29 日 上午 7:10 
There are mods that can uncap it
HaPpY 8 月 29 日 上午 1:31 
And it's strange because i can drill 56
HaPpY 8 月 29 日 上午 12:38 
So skill doesn't make sense I can have 50 or without it :( but good to know thx
Sarg Bjornson  [作者] 8 月 28 日 下午 12:19 
No
PewPewsAlote 8 月 28 日 上午 11:35 
is there any way to edit expertise level with dev mode or another mod? I corrupted an old save so I'm using save editor to copy over my pawns but I've lost all their expertise progress and I don't know how to increase it.
Sarg Bjornson  [作者] 8 月 28 日 上午 7:37 
It is capped in vanilla
HaPpY 8 月 28 日 上午 6:58 
Prospecting skill doesnt work at all I mean I have lvl 20 and still only 50 steel from 1 ore
望月 8 月 27 日 下午 7:14 
This mod will affect certain weapons with switchable ammunition modes, such as Milira's energy-based weapons, causing the mode switching function to fail to operate properly.