RimWorld

RimWorld

Skill Limit and Decay tweaker
43 Comments
Chokecherry 30 Apr @ 12:05am 
thank you so much for this!
Hex  [author] 10 Nov, 2024 @ 6:45am 
Honestly, was disappointed there was nothing to do, finally got some time free to take a look and everything was fine. :P
Kurt-Gero F. D. S. von Boehm 10 Nov, 2024 @ 6:00am 
Ohh i thought i did test it and it crashed. But i guess some other mod did cause the crash or something. My bad
Hex  [author] 10 Nov, 2024 @ 2:51am 
The 1.4 version worked fine for 1.5 this entire time, you really should just try using 1.4 mods regardless of what the mod list UI says.
Kurt-Gero F. D. S. von Boehm 9 Nov, 2024 @ 2:36pm 
I just wanted to ask if there will be an update but then i saw a already did, lol
DEATHMARK 26 Oct, 2024 @ 1:38pm 
abandoned
Hex  [author] 14 Jun, 2024 @ 8:55am 
I have limited time, it'll get updated soon.
The Bard of Hearts 13 Jun, 2024 @ 6:16pm 
I'm guessing an update isn't happening. Hopefully Mlie can save this one
The Bard of Hearts 10 May, 2024 @ 1:12am 
+1 for a 1.5 update
Kurt-Gero F. D. S. von Boehm 1 May, 2024 @ 11:14am 
any plans for 1.5 update?
RedPine 1 May, 2024 @ 1:31am 
What you can do is add a gene or hediff that reduces skills by a flat amount. That allows skills decaying below 10, and makes it difficult or impossible to reach skill 20 without positive offsets.
Zilla 30 Mar, 2024 @ 2:40pm 
Alright, I'm a year late but I wanted to ask if you might possibly add the option for decay below 10 as I would like to remove the ability to gain inspirations of pawns that have skills at 3+ that they never use anyway. I ask here because out of all mods this one seems to be the closest to what I want and as someone with no programming knowledge I am hoping that it would not be too much extra work. Assuming you would even want to do that.
Hex  [author] 24 Apr, 2023 @ 8:51am 
You can't decay below 10 as there's no vanilla decay either, I'd have to fully replace vanilla decay for that.
Eggbert 23 Apr, 2023 @ 3:43pm 
decay below level 10?
The_Broker 1 Nov, 2022 @ 10:52am 
Thank you for your continued hard work, sir!
Hex  [author] 1 Nov, 2022 @ 10:02am 
Should be working with 1.4 now.

I would announce it being merged and leave this mod up for existing saves, since this mod doesn't save anything there shouldn't be any issues with a mod swap if it ever happens.
The_Broker 1 Nov, 2022 @ 9:57am 
If you do end up merging with Mad Skills, will you be announcing it on here? This mod has become quite important for my playthroughs and I wouldn't want to miss out on switching over.
Hex  [author] 1 Nov, 2022 @ 9:51am 
@a fox Just working through things when I have the time, most of my mods are just recompiles. As for Mad Skills, I'm tempted to do that based on what that mod does, it's very similar.
Some Dog Thing 1 Nov, 2022 @ 8:55am 
After recompiling the code from GitHub with the newest Harmony and Rimworld 1.4, this mod seems to work with no changes needed.
You may consider trying to merge your code into Mad Skills. They have an open issue "Consider separate saturation values for passion levels", so they're probably open for a Pull Request.
The_Broker 31 Aug, 2022 @ 4:04pm 
I managed to test your mod a bit, sir, and it seems to be working. I let a skill with the natural passion decay down to level 16 and so far it has not gone down farther. Hopefully it will continue to stay there.
Hex  [author] 30 Aug, 2022 @ 9:05am 
I've added some extra code to handle unusual situations:
- If the new passions were acting as if there was no passion (i.e. by default caps at 14), this won't help
- If the new passions were always capping at 20, this will change that somewhat

I'm pretty skeptical on this working, but if it does it should now work based on the passion's learning rate. For instance, apathy with a learn rate of 25% would have a level cap below no passion's 35%, and natural's learn rate of 200% would be above major passion's 150%.

If this does work, based on the learning rates for that mod I would suggest setting the limits to something like 11/12/14. Natural will re-add the gap between minor and major passion (14-12=2, 14+2=16) and critical will add it three times (14+2+2+2=20). Apathy by contrast will be slightly below none, probably 10.

If this doesn't work, the other mod has to either fix it or fully implement what my mod does.
The_Broker 29 Aug, 2022 @ 3:42pm 
I appreciate your hard work, sir. I understand your stance and I hope everything will go smoothly.
Hex  [author] 29 Aug, 2022 @ 2:34pm 
I'll look into making it easy for other modders to add their own quality-boosting checks for proper interaction, but adding everything on my end would get out of hand fast as I doubt there's only a handful of mods that do this kind of thing.
The_Broker 29 Aug, 2022 @ 1:49pm 
I have been using this mod for over a year and I grateful that you have continued to support it throughout several game versions. Thank you for your diligence!

I also had a question regarding mod support. Would it ever be possible for you to add support for the new passion types introduced in Vanilla Skill Expanded? I do not know how difficult that would be or if it would even be possible.
RedPine 1 Jun, 2022 @ 5:15am 
This mod is exactly what I was looking for. Thanks for the tweakables, too!
Hex  [author] 29 Apr, 2022 @ 8:44am 
It's safe to add and remove, nothing extra is saved.
Neurogue 29 Apr, 2022 @ 4:07am 
Hello, is the mod safe to add to an existing save?
Milenier/TTV 14 Apr, 2022 @ 7:32am 
appreciate it
Hex  [author] 11 Apr, 2022 @ 11:43am 
I've removed the cap on the settings for skill limits, but you'll need a separate mod to actually go above 20; the limiter is vanilla and presumably a lot of stuff doesn't know what to do when you go past 20.
Milenier/TTV 10 Apr, 2022 @ 3:52am 
may i ask for "removed skill cap" option?

what i mean, can this mod have option that moves what is the highest level reachable (vanilla has max skill lvl. 20)? what i mean by that, you can move the point of highest skill level (to 5, 20, 40 etc.)
this can be partially done with this mod already, but there is always max 20 level skill cap.

thanks.
Hex  [author] 25 Mar, 2022 @ 9:26am 
@Xeno42 That info isn't saved anywhere, which means it would effectively be a per-pawn arbitrary limit on skills since original skill value is technically unknowable.

Having per-pawn limits would be doable as a separate option, and would probably be more interesting, but it's not something I'm looking to add.
Xeno42 25 Mar, 2022 @ 7:29am 
would it be possible to make an option to make the skill cap for each pawn be based on the skill level they started with? for instance a pawn with 10 shooting could reach up to 12 while a pawn with 6 shooting could only reach up to 8 and so on
Hex  [author] 22 Feb, 2022 @ 4:10pm 
That's possible but it would require a more complex solution compared to what I already have, the current setup is stateless (as in remembers nothing) which makes it super simple.

If I go down that route, I think I'll instead make it so that 10% of gained xp is permanent with passions improving that, and trainers counting as 100%. Probably with interactions on the existing settings, likely with only permanent xp being cared about so that it's not actually permanent and/or it can't exceed a set level without trainers.

Example: You set passion limit to lv17, above behaviour to no xp gain, and decay above off. You can still hit lv18 from temporary xp and it'll drop back to lv17 (temporary xp always decays), but you can also skill trainer for a permanent boost above lv17.

For the end-user, this will likely just be three options to pick what percentage of xp gain is considered permanent, default 100% for all of them.
Milenier/TTV 22 Feb, 2022 @ 3:22pm 
that the decay only happens to certain degree based on highest skill level reached.
aka - if pawn's skill reaches level 18 it would degrade to 16 and if he reaches level 19 it would degrade to 17.
added the behaviour with passions. to tweak the settings how far can degradation happen. no passion can loose 3 levels from it's highest reached, low passion can loose 2, etc.
so no passion pawn that reaches level 17 his skill will degrade to level 14, but no lower. (i guess that could be in the settings)

hope that makes a little sense.


anyway i wanna say great mod, the settings are great (i miss them in some mods).
Hex  [author] 22 Feb, 2022 @ 8:21am 
@Milenier Don't ask to ask, just ask.
Milenier/TTV 21 Feb, 2022 @ 10:14am 
oh this sounds super useful and somewhat realistic, though can i have suggestion (it's some sort of idea for mod i had in mind for long time regarding skills)?
Darksor 20 Sep, 2021 @ 3:19am 
Thanks for the update
HawnHan 29 Jun, 2021 @ 8:24pm 
I translated the mod into Simplified Chinese.Would you merge it? github [github.com]
HawnHan 29 Jun, 2021 @ 6:36pm 
love ittttttttttttttttttttttttttttttttttttttttttttttttttttttttt!Would you like to change the learning changes of the passion?
Hex  [author] 21 Apr, 2021 @ 5:17am 
Not sure what the issue is for you if the settings aren't there in options.

You can leave the Harmony mod enabled, it doesn't cause issues. I'm probably going to switch over to depending on it.
DickHardly 21 Apr, 2021 @ 4:21am 
how do you edit the mod? I'm not seeing it in mod settings.

If this mod has harmony included with it, should I disable normal harmony mod?
Hex  [author] 12 Apr, 2021 @ 4:17am 
It includes Harmony instead of requiring the mod, I had no issues using it with other mods that required the Harmony mod.
king 11 Apr, 2021 @ 3:33pm 
does this break with harmony?