RimWorld

RimWorld

Sane Skills - Realistic Skill Rarity
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
Evyatar  [author] 14 Jan, 2024 @ 5:10pm 
@Aira yes
Aira 14 Jan, 2024 @ 6:55am 
compatible with skill expanded?
Scout Gaming 14 Jan, 2024 @ 3:03am 
Epic
CrackaJack 14 Jan, 2024 @ 1:47am 
im already using the mod for my new play, yea its no problem. actually, you might wanna nerf those genes :D but thats work, so idk
Evyatar  [author] 13 Jan, 2024 @ 10:30pm 
@CrackaJack I just now did a playthrough and doesn't seem like it's too hard reaching high levels, especially if you get a pawn with the right genetics.
For example Genie has +8 to Intellectual and +8 to Crafting so you only need to reach XP-wise to level 12 in Intellectual and Crafting to be level 20 in both of these

@Scout Gaming yes, it works with mad skills.
Scout Gaming 13 Jan, 2024 @ 4:19pm 
So it still works with mad skills?
CrackaJack 13 Jan, 2024 @ 3:29am 
mechanoid forge has such bills, then theres vfe ancients door hacking requiring intellectual, the witcher trials are what come to my mind. so, you want to integrate a patch for these? thats not a bad idea, man. only the witcher trials has patches that´d touch the required recipes iirc, and those are all outdated
Azuraal 11 Jan, 2024 @ 7:59am 
If I remember correctly in the base game, no skill requirement is over 10, I think an option to generally clamp down high skill requirements that are over a certain number, down to that number would be a good addition without getting bogged down in specific compatibility patches.
Kurugane 11 Jan, 2024 @ 5:21am 
I've yet to use this mod( it is on the list for my next play) However I do know RoM has some pretty high lvl requirements for their craftables
Evyatar  [author] 10 Jan, 2024 @ 2:50pm 
@CrackaJack good point, do you have such bills in mind? I might create settings to change their required level later if it makes sense
CrackaJack 8 Jan, 2024 @ 2:04pm 
only thing is, some buildings and bills especially modded, require pretty high skills :D all of that stuff will become REAAALLY endgame
CrackaJack 8 Jan, 2024 @ 2:03pm 
thank you! guys im playing with lots of mods and all dlc, its not rly a problem to have a pawn becoming pretty much immortal, i just wanted to know if thats needed-
but yeah the answer is SO detailed it counts for everything i couldve asked :D
when seeing this mod i think: faster aging, ve books, pawn education, faster biosculpter, faster conversion, flush biosculpter, altered carbon, ve psycasts, jchees androids, rh2 factions training, and some interesting xenotypes. sensible aiming, aiming time factor tweak too. and yes i´d basically use this, so any vampires or androids and other things that grow very old- could actually have an advantage of that in the game
Evyatar  [author] 7 Jan, 2024 @ 8:10pm 
Thanks @Hyomoto I incorporated your comment into the mod description.
Hyomoto 7 Jan, 2024 @ 10:16am 
That comment probably makes the best case for what this mod seeks to accomplish. I play a complex Rimworld, and while this mod may require you "make due" and focus your recruiting efforts, it also adds a lot of value to other forms of skill improvement such as trainers, books and skill genes.

This is why I like Research Reinvented mixed with Research Data: it isn't that sitting at a bench is the least effective way of doing research, or it's fun to see my pawns running around doing research. It also adds value to finding objects to reverse engineer out in the world or with traders, since these are both faster and "free" research points. So yeah, I feel like you could easily make the case that this mod doesn't just seek to slow down learning, but also adds a lot of value to alternative skill gain paths which opens up interesting gameplay routes for players who like a more complex Rimworld experience.
Evyatar  [author] 7 Jan, 2024 @ 8:38am 
@CrackaJack

1. Utilize Skill Genes : Applying skill genes is a viable strategy, especially when used on pawns who already demonstrate a high skill level due to their backgrounds or through regular training.

2. Focus on Long-Lived Pawns : Training pawns with naturally extended lifespans, such as Sanguophages, is another effective strategy. These pawns can accumulate skills over a longer period.

3. Maximizing Learning Potential : Prioritize the recruitment of pawns who naturally possess a high learning speed. To further enhance their skill acquisition rate, equip them with advanced learning implants and apparel.

4. Strategic Use of Neurotrainers : Acquire neurotrainers through purchase or as rewards from quests. To optimize their impact, reserve these valuable items for use when pawns are approaching the higher skill levels.
Evyatar  [author] 7 Jan, 2024 @ 8:37am 
@CrackaJack, you've raised a great point. With the faster aging mod, achieving a skill level of 20 with a regular pawn through standard activities alone might be quite a feat, if not outright unfeasible depending on their starting point and age. However, there are strategic approaches you can employ to achieve it
CrackaJack 7 Jan, 2024 @ 4:54am 
hmm, interesting. this´d make training camps from the rh2 factions useful, too. aint it a little hardcore with faster aging, tho? is one lifetime enough to reach 20 skill at something, then?
HIM 6 Jan, 2024 @ 8:32pm 
sane skills, guns - not so much