RimWorld
Vanilla Skills Expanded
411 comentarii
TrollofReason 25 oct. la 21:44 
Can confirm using a custom xenotype. Only pawns that expertise in cooking, & if the settings allow for more expertise picks than the cooking category allows for.

It's fairly easy to replicate.
✪ Homura 21 oct. la 23:19 
After assigning all Cooking Expertise, the game still notifies that colonists have available Expertise. This issue only occurs with the Cooking skill.
B4TD4DDY 20 oct. la 9:47 
I seem to be having an issue where pawn's with a Critical passion are still experiencing skill decay. I'm currently looking through my modlist, but if anyone has answers in the meantime that would be neat :)
EMP 18 oct. la 22:47 
I have Cooking Expanded and select 5 cooking expertise, 3 from here and 2 from VCE, but the notification still tells me to select expertise, only cooking expertise have this issue
mephi 18 oct. la 9:24 
Would be cool if this would work with mad skills to go beyond lvl 20
Iceobeasty 16 oct. la 19:58 
lol Oskar man i applaud you for your patience answering questions through your heap of mods. must be exhausting
Oskar Potocki  [autor] 16 oct. la 10:39 
Every mod makes the game easier or harder, or easier and harder at the same time. You need to be the judge of that, everything the mod offers is explained in the mod description.
Tentakuru 16 oct. la 8:36 
How balanced this mod is? How much does it make the game easier?
moh605 14 oct. la 13:30 
I just unsubscribed and resubscribed and sure enough it works great. Thank you! Sorry about that - for some reason steam didn't update my version.
Sarg Bjornson  [autor] 14 oct. la 13:24 
This mod was updated to reflect that
moh605 14 oct. la 12:56 
It looks like Vanilla Expanded Framework removed the VEF_VerbCooldownFactor stat that the Reloading skill modifies causing an error and not loading any specializations after that one.
sashaeconomic 14 oct. la 8:02 
and what if I have 15+ in start of a game?
sashaeconomic 14 oct. la 8:01 
it is one expertise per pawn or per stat?
Sarg Bjornson  [autor] 9 oct. la 23:51 
The fuck you mean
Blood 9 oct. la 23:46 
I'm fuckin pissed this wasn't base game and that it hasn't been updated to 1.6 PALEASEEEE
Sarg Bjornson  [autor] 9 oct. la 0:56 
You should learn to walk before you attempt to run a marathon hehe
Hemito 9 oct. la 0:27 
Maybe I'd try making it based on your mod or my own addon, but I'm scared that I'm a complete novice. I only do localizations, mostly for the sake of getting things done :D
Dragonmaster Cale 8 oct. la 20:54 
@Hemito - Not that I'm aware of. I think I'm the only one who has made an "addon" mod to this mod. Sorry.
Sarg Bjornson  [autor] 8 oct. la 10:10 
Intended
MeroyLiren 8 oct. la 9:31 
Hey, I noticed that when I turn off the setting "Critical affects passions" in the mod settings it all works well with other skills, except for the ones which don't have any passions. What I mean by this is that eg. when you have a skill with the "Interested" passion it all works well and critical doesn't affect it and it is set to 100% learning speed. But in case of a skill without any passions, the learning speed is multiplied by the regular learning speed without any passions of 35%, but then it also gets multiplied by 25% from the "Critical" passion, despite it being set to not affect other passions, which gives a snail-like 8.8% learning speed. I wonder if that is intended or just a bug?
Hemito 8 oct. la 8:48 
Dragonmaster Cale, Is there a mod that allows you to adjust the power multiplier for each perk separately? It's not very cool to change everything at once, since combat OP is felt even at a multiplier of 1, and for some I want more, without turning my snipers into machine gunners.
bidiguilo 30 sept. la 16:13 
I got an idea: What if, when a pawn attained level 20 expertise, they were able to pick another one?
Sarg Bjornson  [autor] 28 sept. la 23:07 
Base game for skills without passion in 35%
felipedobri 28 sept. la 18:58 
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 27 sept. la 14:54 
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  [autor] 23 sept. la 11:29 
Alpha Skills
ligniantations 23 sept. la 11:03 
i see operating as an expertise in game but i don't see it listed here
Sarg Bjornson  [autor] 21 sept. la 22:45 
Depends on the stat. Taming is additive
BeastofMSU 21 sept. la 18:25 
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 21 sept. la 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  [autor] 21 sept. la 10:05 
haha, that makes sense, it was probably trying to get a random passion... from an empty list!
123123123123 21 sept. la 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 21 sept. la 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  [autor] 21 sept. la 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 21 sept. la 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  [autor] 19 sept. la 14:00 
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  [autor] 19 sept. la 6:42 
Yes, something wonky going on with it
Caustic buff when 19 sept. la 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  [autor] 18 sept. la 0:32 
Yes
ShinUon 18 sept. la 0:06 
What do the "Edit passion commonalities" settings in the mod options for this do?

Are they rarity chance?
Dragonmaster Cale 13 sept. la 15:46 
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 13 sept. la 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 13 sept. la 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 12 sept. la 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 sept. la 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 sept. la 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 8 sept. la 19:26 
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  [autor] 6 sept. la 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 6 sept. la 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 :)