RimWorld

RimWorld

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Passion On Level Up Plus
   
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Mod, 1.5, 1.6
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614.638 KB
14 Jul @ 3:50pm
24 Jul @ 11:33am
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Passion On Level Up Plus

Description
Updated fork of Passion On Level Up:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3013984415
https://github.com/Capataina/PassionOnLevelUp

Massive thanks to Capataina for the original code.


Just like in the original mod, this adds the ability to either add passion to the skill you're leveling up, or improve the existing passion — all with customizable percentages from the mod settings.

Additionally, support for Alpha Skills has been added — not required, but highly recommended:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3448953006

If Alpha Skills is installed, you'll see an option in the settings to add a small buff to the Frozen passion, replacing the harsh 0% with a more forgiving 15%, allowing at least some progress in that skill.

A button has also been added to reset values to default, as well as an option to buff the Critical passion, from Vanilla Skills Expanded, by removing its drawback of reducing all other XP gains to just x25%.

This essentially replaces my older, way simpler mod, VSE Critical Buff:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406909839
So if you're using this mod, that one is no longer needed.

Only requires Harmony to work.

If this is the only mod installed, vanilla passions will behave just like in the base game:
None -> Minor -> Major

If Vanilla Skills Expanded is installed (you can get it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400246558), just like in the original mod, passions will follow this progression:
Apathy -> None -> Minor -> Major -> Natural -> Critical

And if you also have Alpha Skills installed, its passions follow a simple logic:

Dedicated-> Major -> Natural -> Critical
Obsessive-> Major -> Natural -> Critical
Synergistic-> Major -> Natural -> Critical

Frozen-> None -> Minor -> Major -> Natural -> Critical

Night-> Natural -> Critical
Drunken-> Natural -> Critical

Youth-> Never changes, since it will go back to None when the pawn turns 15 and follow the usual logic then

Vengeful-> Natural -> Critical
Forbidden-> Natural -> Critical
Nomadic-> Natural -> Critical
Sanguine-> Natural -> Critical
Toxic-> Natural -> Critical
Pain-Driven-> Natural -> Critical


27 Comments
𝘼𝙮𝙖𝙨  [author] 23 hours ago 
Updated with a check in the learning patch for mechanoid pawns, thanks for pointing it out @Gidwelion
Gidwelion 24 Jul @ 1:59am 
the factory mechs from VFE - Mechanoids are able to level up their passion despite not having a bio/skills tab or the ability to level up their skills
THEZOLF 23 Jul @ 2:37am 
Thank you for removing the VFE requirement!
𝘼𝙮𝙖𝙨  [author] 21 Jul @ 6:44am 
Updated with buffed Alpha Skills progression, most of them now evolve to Natural
𝘼𝙮𝙖𝙨  [author] 20 Jul @ 6:05am 
Updated with support for vanilla-only — no need for Vanilla Skills Expanded anymore.
Just in case anyone’s interested in keeping only the base game passions but still wants them to be able to evolve.

@kongkim No worries ^^

@Vex Hey, thanks for the feedback !
I reviewed the XML for the different passions, but some of the progression choices didn’t fully make sense to me.

For example — why would something like Toxic, Sanguine, or Pain-driven, which already give a situational 200% boost, evolve straight into Critical with a 300% boost? Wouldn't it make more sense to go through Natural first with its constant 200%?

That said, I fully agree that the evolutions could use some tuning to feel more logical — especially in cases with big gaps like Night, Vengeful, and Drunken. I’ll take another look and adjust them later
Vex 20 Jul @ 3:31am 
Your descriptions says All the rest -> Major
Alpha skills already has its own PassionToIncreaseTo set in its passions. It may be better to follow that.
Going from a 2.5 learning boost at night to a 1.5 constantly can be a big hit to the learning rate of the pawn. It's why NightPassion has its PassionToIncreaseTo set to VSE_Critical instead of Major.
kongkim 18 Jul @ 8:45am 
@𝘼𝙮𝙖𝙨 Yah think that was the one i was using back then :)
I just though it was the same :P
𝘼𝙮𝙖𝙨  [author] 18 Jul @ 8:43am 
@kongkim Are you sure it wasn't this other mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2072521087

I couldn't find any logic for passion loss in the code of the mod this fork is based on — not even in the old Git versions.
kongkim 18 Jul @ 8:01am 
@𝘼𝙮𝙖𝙨 Haha its work :)
Its just in some of the old version you could loss them if i remember right?
𝘼𝙮𝙖𝙨  [author] 18 Jul @ 7:54am 
@Capataina My pleasure <3

@kongkim O.o You shouldn't be able to lose a passion — the check that updates it only triggers if the new skill level is higher than the previous one.

@Hellka Just pushed an update that adds an option to customize the Natural passion forget ratio, so now you can reduce it from the default 300% if you'd like.
I really appreciate your suggestion — it's a very cool idea and I totally get where you're coming from. Right now it's a bit outside the scope of the mod, but it's definitely something I might explore in the future