RimWorld

RimWorld

91 ratings
Sane Skills - Realistic Skill Rarity
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
964.754 KB
6 Jan, 2024 @ 2:29pm
26 Apr, 2024 @ 6:50pm
6 Change Notes ( view )

Subscribe to download
Sane Skills - Realistic Skill Rarity

In 1 collection by Evyatar
RimRealism - Hardcore Survival
279 items
Description

Sane Skills aims to provide a more challenging and thoughtful gameplay experience, where skill development and expertise truly matter. It's perfect for players who seek a more strategic and immersive RimWorld experience.

My experience with the game has often led me to ponder the nuances of skill development and rarity. While the game offers an intriguing sandbox for storytelling and survival, I found the skill progression system to be somewhat too easy and unrealistic, often breaking immersion in both standard and themed playthroughs. Thus, "Sane Skills" was born from a desire to inject a more realistic and challenging skill dynamic into the game.



All of the following features are optional/configurable:
  • Rarity and Value of Advanced Skills: Encountering pawns with high skill levels becomes a rarer occurrence, making backstories and genes play a much bigger role. This adjustment not only adds a layer of realism but also increases the strategic value of highly skilled pawns, making their recruitment, retention, and protection more critical to the colony's success.
  • Age-Related Skill Proficiency: Drawing inspiration from the real world, where expertise often comes with age and experience, this mod increases the correlation between a pawn's age and their likelihood of possessing higher skill levels. This feature adds a new dimension to the game, encouraging players to consider the age of their pawns as a factor in their strategic planning.
  • Slower Skill Progression: A recommended option that this mod provides is to make skills develop more slowly (or faster, it's customizable), reflecting a more realistic learning curve that requires players to strategize more carefully around the development of their colonists' skills and acquiring pawns with high level skills.

Enabling these features adds value to alternative skill gain methods, enriching gameplay for those who prefer a more challenging and immersive RimWorld experience. This mod encourages players to explore diverse skill improvement strategies, such as trainers, books, and skill genes, adding depth to your colony's development.

Attaining a skill level of 20, especially with mods like "Faster Aging" can be a challenge. Merely engaging in daily skill-related tasks is no longer enough to attain such high levels. To achieve this ambitious goal, players must employ a range of strategic approaches:
  • Utilize Skill Genes: Boost skill levels effectively by applying skill genes, particularly to pawns with high initial skills.
  • Focus on Long-Lifespan Pawns: Train pawns with extended/unlimited lifespans to accumulate skills over longer periods.
  • Maximizing Learning Potential: Recruit pawns with high learning speeds and enhance their abilities with learning implants and specialized apparel.
  • Use of Skilltrainers: Enhance skill development by using skilltrainers at crucial points in a pawn's skill progression.


Recommended Complementary Mods
There are several mods that can enhance your gameplay experience by further deepening the complexity and realism of RimWorld when used alongside "Sane Skills." Here are some of my top recommendations:
Faster Aging
This mod allows to accelerates the aging process of pawns in RimWorld. In my personal gameplay, I prefer using a x5 multiplier for aging speed. This adjustment ensures that pawns reach old age and eventually pass away within a more condensed timeframe. This setting creates a more dynamic and constantly evolving colony environment. It adds a unique challenge, as players must plan for and adapt to the rapidly changing demographics of their colony – balancing the development of young pawns against the declining years of older ones. This accelerated aging process, when paired with "Sane Skills," underscores the importance of each pawn's life stage, making every moment of their skill development and contributions to the colony more impactful and meaningful.
Better Children Skill Learning
This mod adjusts the learning rates for child pawns. By default, it increases the learning speed for skills without passion to 1.0 from the standard 0.35, a change that can be configured to suit your gameplay style. Furthermore, children with a Passion for a skill will learn at twice the rate of an adult with the same passion, also configurable. This mod's intent is to balance the scale between recruiting experienced adult pawns and nurturing child pawns, making the latter a more viable and strategic choice. It also enhances realism, reflecting the generally faster learning capabilities of children compared to adults, and adds an intriguing new dimension to managing and developing your colony's younger members.

Incompatibilities
"Sane Skills" is designed for broad compatibility and currently has no known incompatibilities.
Please report any issues for continuous improvement and compatibility updates.


Banners: Mewn Goddess
Mod: HTxL
Popular Discussions View All (1)
3
17 Nov, 2024 @ 8:10pm
Suggestions
Evyatar
28 Comments
Wolmer 11 Jul @ 8:51am 
Would be really cool to have this at 1.6. Great mod!
GoSu 2 Jul @ 2:55pm 
If you plan on updating it seems to work except for the settings window.
videogames1000 17 May @ 4:10pm 
delicious ai
Errant_Gunner 26 Jan @ 5:29pm 
This mod should also have a link to something that fixes the food poisoning chance for low skill pawns. It doesn't take much experience not to get people sick with a simple meal.
femoral2 3 Nov, 2024 @ 1:07pm 
I like this mod. What I do not understand are the settings. You can change the XP required for the levels:
0 to 1
6 to 7
11 to 12
15 to 16
19 to 20
What happened to the rest of the numbers?
Evyatar  [author] 26 Apr, 2024 @ 6:53pm 
@Psycho Updated to 1.5
Psycho 25 Apr, 2024 @ 10:57am 
Will this mod be updated to 1.5?
Win 26 Feb, 2024 @ 9:17pm 
I was searchin by a mod like that. I was thinking about patching all the backstories (and disable some with cherry picker) to be like more "realistic". There is way too much Masters and legendary masters wandering than I would like too. I am already using melee weapons speed and dmg modificator mod that scale with level growth, so high lvl decrease the cooldown to attack and low level do less dmg and have a higher cooldown, but if I just nerf my colonists skills and growth speed, they are attacked by a group of blade masters or something (and wiped hahaha). So I am starting a new game rn and hopefully it wil be a little bit more balanced.
DreamFree 31 Jan, 2024 @ 1:33am 
My comment is weird because I was interrupted while making it, damn.
DreamFree 31 Jan, 2024 @ 1:33am 
I been building a medieval magic playthrough modlist

I will try out this mod of yours, also thanks for the other mod recommendations. I had run into Faster Aging earlier but I nexted it because I am too dumb with settings. I'll try out the recommended 5x multiplier.

I'm building a medieval magic modlist these past few days , trying to keep it under 100 mods