RimWorld
Social Experience from Trade
77 comentarios
Gordon Freeman 21 SEP a las 1:29 
@Deggial same, I never questioned that.
Deggial 19 SEP a las 5:59 
To be honest, I'm a bit confused.
I always assigned my best social pawn to trade and his social skills were improving slowly.
I attributed this to those trading actions. (Obviously, he had to perform other social tasks as well.)

But now I have to learn that they didn't actually gain any XP from it and I was simply misled by my own expectations?
This is outrageous!

Thank you for this mod!
Rovstam 9 SEP a las 7:35 
You deserve a happy and fulfilling life author. This mod is amazing.
Dizzy Ioeuy 20 AGO a las 1:45 
At 50% this mod is REALLY GREAT. TY for it. And thanks for the option to change the xp amounts!
tekmojo 11 JUL a las 10:31 
TY! :steamhappy:
Krelinos  [autor] 11 JUL a las 10:30 
Now updated to 1.6!

Buying and selling multipliers separated.

Defaults set to x1.0.
Krelinos  [autor] 11 JUL a las 10:29 
@Succubus

Set both buying and selling to Negotiated Value in the settings to get that effect.
Marty in the multyvers 10 JUL a las 0:07 
1.6?
Tamoria 5 JUL a las 22:11 
This is genuinely a mod I would never willingly turn off now, it's such a pain to train social skills in vanilla. I really like that the amount of exp gained is adjustable in the settings too, nice way to make sure it's not overpowered. Thanks for this! Hope to see it in 1.6, but if not, still grateful for having it with my last few colonies!
Hykal 16 JUN a las 6:36 
1.6?
Succubus 24 MAY a las 10:56 
good mod but it needs to be bound to silver earned, not traded, because you can trade 20000 silver but the trader only pays you 9000 then the exp gain shoul be based on the 9k not the 20k
RelaxItsJustAGame 21 ABR a las 12:15 
Great idea for a mod; however, it risks being over-powered with the default values.
SketchyGalore 11 ABR a las 7:13 
As others are saying, this does seem a bit overtuned. An option/addition that would be helpful would be an upper limit on how much can be earned from a trade (though I suppose this could be exploited by just making multiple trades with the same trader.. I'm guessing there's no easy way to make a cooldown on that).
蘸矢矛头 10 ABR a las 4:30 
Imbalance,but i love it.
the_ADHD_ninja 9 ABR a las 17:16 
this mod crashes my game every time after i enable it
飞花 3 ABR a las 3:10 
good
123caboom 1 ABR a las 4:34 
Got 85k xp from default setting one trade, instant lvl 18 … thx tho for the mod itself
Nameless1 24 MAR a las 5:25 
Set my global multiplier to 0.3, considering I don't have skills degradation. x2 is really too much.
ImperialForce9 24 MAR a las 3:07 
I hopefully presume there shouldn't be any issues with this mod on multiplayer?
Teneksi 22 MAR a las 15:10 
@Ġedryht of Wōden
If experience didn't scale with the value of the trade, it would become optimal to make hundreds of trades for 1 item at a time.
Axon 22 MAR a las 0:29 
Love this mod. Favorited. Liked. Awarded. But I think the default rewards for trading are way too high.
dabeek 17 MAR a las 16:25 
@Ġedryht of Wōden
I see your point with that take, but consider this:
More items being traded means more discussion taking place.
Ġedryht of Wōden 15 MAR a las 0:24 
I'm not so sure it makes sense that it changes xp gains based on how much you traded at once because what that looks like is you quickly becoming professional from making some big, really bad deals as a beginner. The overall loss from using someone with low social skills is the same no matter how big too.
Otherwise I agree that trading should grant xp.
Latex Santa 7 MAR a las 18:23 
@Random Boio
Before this mod, I took prisoners often just to serve as social xp "practice puppets", and assign anyone I want to level in Social to work as wardens, breaking their resistance and converting the prisoners to our ideology. If they're no good, or I don't need them, they generally get released. Any unwaveringly loyal prisoners often get converted into "organ donors" to serve as a living, breathing source of "spare parts" for my people. With Harvest Everything and Death Rattle, I can get every single body part out of them, if need be.
Latex Santa 7 MAR a las 18:18 
The default settings of the mod are great.
Even at high social skill levels, I find my leader (the one who does all the trades) to gain one level or nearly one level for every single trade. To be fair, I've made some fairly large ones lately. I've left my other socialites to deal with the prisoners and reserve that source of xp for themselves.
batatafritada 28 FEB a las 13:40 
Wait, what am I yapping about? there's an xp multiplier at mod options.
Sorry I am blind.
batatafritada 28 FEB a las 13:38 
I agree with the ladies here mate. I love your mod but even when using the minimal XP settings it's still too op. It'd be nice to have a xp multiplier!
FatalCharm 26 FEB a las 8:53 
Love the idea of the mod, but I agree with @Sqamata that it's too much XP. Perhaps it could be configurable to suit the wants/needs of the player.

Kudos though -- you're right that it doesn't make sense that trading doesn't give you social xp since trading utilizes the social skill.
蓦然回首,誒!?人呢 25 FEB a las 22:57 
CE?Sure. XDDDD
FireDefender 25 FEB a las 6:26 
@Random Boio Likely from converting/recruiting prisoners, or chatting with other colonists. Trading does not give social XP, and it never has.
Random 20 FEB a las 20:28 
Wait, this isn't base game??? How'd my trader get better at social then??????
Squamata 20 FEB a las 2:53 
Needs a nerf, but a good start.
steel 19 FEB a las 15:41 
:slugcatsleep:
fatburner 19 FEB a las 3:35 
This gives me skyrim vibes. Selling a item worth a lot
justydusty 17 FEB a las 19:40 
same why isnt this base game bro tynan stop smoking CRACK! :rwscavenger:
Admiral Zander 17 FEB a las 0:04 
this whole time i thought trading already gave social.
cerhio 12 FEB a las 16:59 
So OP. I went from 5-11 after 3 trades lol
DarthBrawn 10 FEB a las 14:15 
Good work. Was going to leave a comment asking for the XP totals to be turned down, then realized that it's fully adjustable in the mod options.

You might want to set the default multiplier to 1x though, I was having pawns skyrocket 1-2 levels in social after only a few trades.
QArachne 4 FEB a las 21:44 
:steamhappy: amazing, honestly didn't know this wasn't already a vanilla feature, was wondering why my traders never gained any exp xD
Balin 21 ENE a las 10:44 
work well with Vanilla Skills Expanded https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3400246558%20packageid:%20vanillaexpanded.skills and Mad Skills+ https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3016488934%20packageid:%20cedaro.madskillsplus

because theses mod i think has exp from social trading but i´m unsure about theses mod i have installed.
Reclusive MLS 20 ENE a las 23:19 
So I've only just learned that this isn't already a vanilla mechanic. I guess my traders have always done my wardening too so I didn't realise they weren't getting xp from trade haha definite main stay on my mod list as it makes so much sense I just assumed it was in game for my whole 2.2k hours
Pablo Discobar 19 ENE a las 4:49 
Friggin essential for me!!
Kahrua 14 ENE a las 11:52 
Would it be possible to add the trading pawn's trade price improvement as a toggle-able multiplier? If I let a socially-inept pawn do the trade I would imagine a conversation with less words spoken than socially-awkward moments happening. Likewise a pawn with high TPI would actually haggle with the trader and is thus able to gain more experience
horologium 13 ENE a las 7:24 
im kind of surprised we still have yet to see a vanilla mechanic like this for social. thank you for making this mod! :100percent:
Krelinos  [autor] 11 ENE a las 10:22 
@Angel Kay

That is the 1x2 table from the base game with the Techist style from the Ideology DLC.
Krelinos  [autor] 11 ENE a las 10:21 
@Corvus

Since you are technically "selling" goods for rep, it works just like any non-royalty tribute trade.
Angel Kay 11 ENE a las 9:15 
whats the trade table from
Corvus 10 ENE a las 21:03 
How does this work with gift-giving?
Krelinos  [autor] 10 ENE a las 17:51 
@JageriuS

This mod is not constantly checking every tick if the player has completed a trade. Instead, the mod's code is entirely dormant until the "Accept Trade" event happens. The game lets the mod do its thing, then the mod falls asleep again until the next trade.
Krelinos  [autor] 10 ENE a las 17:39 
@Egalexandr

I suppose it does take a bit of mental restraint to not do that, but so does save scumming and dev mode. If the player wishes to optimize the fun out of the game, I am powerless to stop them without adding significant bloat to a simple harmony mod (applying a tag that expires in 24 hours to recently bought or sold items for example).