RimWorld

RimWorld

46 ratings
Skill Potions 1.4
   
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Mod, 1.3, 1.4
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Posted
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453.515 KB
14 Jul, 2022 @ 6:23pm
1 Jul, 2023 @ 9:47am
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Skill Potions 1.4

Description
The Mod
This mod adds uncraftable skill potions. The potions work exactly like a vanilla skilltrainers but have tech level of medieval. Special shout out to iforgotmysocks on the Rimworld Mod Market for letting me use their C# code!

In game the potions are called "Potion of [skill name]", Potion of Shooting for example.

This mod was made to re-enable skill trainers in magic themed mod packs that disable tech, because of this they only provide as much skill experience as a vanilla skill trainer does.

This mod does not currently support any new skills added by any mods, but I can make support patches if there is a desire.

Update from 1.3 to 1.4 was assisted by
Arquebus.

The Maker
Follow me on twitch: https://www.twitch.tv/kegarr

Like tech? Like being OP?
OverPowered Gaming by Copper Boltwire is a high tech mod (and very cheaty).

Join my discord and lets discuss my mods or other fun stuff.
https://discord.gg/pWUcg3NUpm
Just don't join to ask me to update my mods before reading the relevant channels & pins.
53 Comments
Copper Boltwire  [author] 13 Nov, 2024 @ 11:40am 
Cool. Enjoy
Copper Boltwire  [author] 22 Jul, 2024 @ 2:35am 
Most likely because the script is now broken to heck and back... and i doubt the person who wrote the script this mod relies on would return to patch the script to work again...
Meaning, that there is a big chance we won't see any updates.
To make it more annoying for some of you, i don't play Rimworld any more. Lost interest.

This game is one of those games i could sink many hours into, initially. but i have hit some... design issues with the game overall that just makes me hate the game. and seeing as there is no way to outright fix these problem with maybe a total rewrite of the game generation code, or some kind of injection code, this issue will persists, and thus i might not bother returning to Rimworld.
SheCouldFromFaceThat 21 Jul, 2024 @ 8:49am 
1.5 w/ Anomaly - No skill increase on consumption of any potion
Doomchibi 8 May, 2024 @ 4:45pm 
Would this need an update for 1.5?
Tony Stank 19 Feb, 2024 @ 9:49am 
why is this labeled as medieval but requires archotech to unlock + needs medicine production which is industrial?
Avilos27 15 Jan, 2024 @ 12:05am 
Not gonna lie. The who idea of different potions for skills, or maybe buffs, like a rage buff. Or healing buffs for wizards to "preform" miracles sounds like a good game type for Rimworld. Hopefully, you make different potions for everything and packs, so lets say a person only wanted to add a resurrection potion to their game, they wouldn't need all of them? Might be better in a pack, but cool stuff!!!
RyonGasling 14 Jan, 2024 @ 6:11pm 
They meant to say that they thought this would add a craftable version of neurotrainers. After all, potions are normally made by people in medieval times, which is in the past for Rimworld, so you'd expect them to be primitive technology compared to neurotrainers. Therefore, it makes sense to conclude that this would be something you could create.
Copper Boltwire  [author] 23 Oct, 2023 @ 2:46pm 
Vanilla does not have skill potions at all, only Neurotrainers.
This is an alternative that ADDs to the game.
Solstice 23 Oct, 2023 @ 8:42am 
I thought it adds craftable skill potions that are uncraftable in vanilla, because that skill stuff is not craftable in vanilla. my bad.