RimWorld

RimWorld

[XND] Skill Overhead
23 Comments
apadilla124us 29 Aug, 2018 @ 11:01am 
@xeo Thanks for making the mod! looks like the dev really saw your mod as a must have too!
XeoNovaDan  [author] 29 Aug, 2018 @ 9:07am 
@apadilla124us - This mod is part of the base game now and won't be updated.
apadilla124us 29 Aug, 2018 @ 8:46am 
do you have a .19 version?
Comrade Corwin 6 Aug, 2018 @ 6:52am 
I'm confused as to how this works, or maybe more importantly, how it work in vanilla. I knew that minor injuries could seriously hinder a pawn's work, but how does the game handle that?
XeoNovaDan  [author] 20 Jan, 2018 @ 2:31pm 
@AmbiguousMonk It should be, yeah.
AmbiguousMonk 20 Jan, 2018 @ 1:17pm 
Is this mod prexisting save friendly?
JOЯDΛИ 16 Jan, 2018 @ 12:39am 
Ok, cool. Thanks for the quick response.
XeoNovaDan  [author] 16 Jan, 2018 @ 12:35am 
@Jord68 It could be argued that pawns will realy need a lot of hindrances to start getting hits to success chances if they're level 20, but level 20's very difficult to get and certainly a challenge to sustain. While Mad Skills mitigates the skill degradation, I didn't balance this around Mad Skills; just vanilla.

Other than that, it just allows for high-skilled colonists to be able to suffer a few minor capacity hindrances and not lose too much in the way of success chances - hence the title 'Skill Overhead'. IMO it just makes the game handle skills and success chances in a more sensible way; it won't actually do stuff such as increase yields.
JOЯDΛИ 15 Jan, 2018 @ 8:52pm 
Question, does this potentially make you pawns OP/game easier? Just wondering, thanks
phillosopherp 2 Dec, 2017 @ 3:09pm 
got it, didn't know if you could manipulate that impact...
XeoNovaDan  [author] 2 Dec, 2017 @ 5:31am 
@philospherp That's more just how the base game handles manipulation. If thumbs had a bigger manipulation impact than the other digits, that would probably be reflected here too.
phillosopherp 29 Nov, 2017 @ 9:18pm 
THe only thing I can disagree with is the Thumb not being a major issue, there is a reason that most animals don't use tools... opposible thumbs.
Flesh Forge 28 Nov, 2017 @ 6:57pm 
Why on earth has anyone downvoted this? It's a good, straightfoward QOL mod.
XeoNovaDan  [author] 25 Nov, 2017 @ 10:11am 
This has got to be my fastest mod to hit 1,000 subscribers yet. Thanks everybody!
XeoNovaDan  [author] 22 Nov, 2017 @ 3:06am 
@linkfanpc @icicle Thanks!

@Poof! Yeah, a missing thumb's only sort of a minor injury, so a good enough worker can easily shrug that off.
Icicle 22 Nov, 2017 @ 12:35am 
Nice mod.
TOAST 21 Nov, 2017 @ 8:17am 
A thumbless "Green thumb" still works 80% as good as a newb with 10 thumbs! What mods can do!
lonkers 18 Nov, 2017 @ 6:09pm 
Cool mod! Love the thumbnail. +1
XeoNovaDan  [author] 18 Nov, 2017 @ 11:09am 
@Garr Incorporated, Flesh Forge, cool25save, The Rabid Otter

You're welcome! Sorry for the late response, I was busy pushing out the rest of my mods. :P
The Rabid Otter 18 Nov, 2017 @ 9:59am 
TIL: I did not know that scratched eyes were such a problem. Now I do, and I have a solution cheaper than a bionic or harvested eye!
Christian Visionary Kanye West 18 Nov, 2017 @ 9:58am 
Appreciated
Flesh Forge 18 Nov, 2017 @ 8:33am 
Good change, thanks.
Garr Incorporated 18 Nov, 2017 @ 8:17am 
This is brilliant! Me likes!