RimWorld

RimWorld

Alpha Skills
130 Comments
Catbot1310 3 Jul @ 11:38am 
Can you get the special passions on a child pawn during growth moments?
NTNT 13 Jun @ 12:12am 
Huh... I didn't even know Crafting Yield was a stat that existed.
Adam Smasher™ 8 Jun @ 2:44am 
PRobably not compatible with mad skillz right? :D
Sarg Bjornson  [author] 6 Jun @ 5:39am 
No idea, you should ask whoever is managing Cherry Picker now
Wemijei 6 Jun @ 5:22am 
is there a reason why some of the passions don't show up on cherry picker? same story for expertises. I do want to filter them but I can't. they are too stacked with VE Skills and some of them don't work with my mods anyway
Kaden Ha 21 May @ 2:51am 
Weapon/Apparel Dealing expertise (modifies weapon/apparel selling price)

Trapper expertise (modifies damage for traps built)

Sanity expertise (Vanilla Insanity Expanded)
Sarg Bjornson  [author] 13 May @ 9:32am 
Every weapon
Lattekahvi 13 May @ 9:20am 
how does the firestarter exactly work, does it work with every weapon or do you need incendiary weapon for it to work?
Deankiller Turnupseed 12 May @ 1:19pm 
can you make those extremely rare? or include options to make them appear less often
Dervalanana 9 May @ 1:08pm 
2/2
Additionally, as a separate balance question. I'm not sure how often you expect a pawn to naturally generate with more than one synergistic/critical/obsessive passion. Currently they seem to be multiplicative with each other. so a synergistic and an obsessive passion result in 1.1*.9 = .99 final modifier for other skills. or critical + synergistic give 0.275 for skills other than the critical or synergistic. Would it be possible to have an option to have these combinations for "other skills effects" calculated additively, before being applied multiplicatively against the rest of the modifiers?
Dervalanana 9 May @ 1:08pm 
Regarding the "synergistic" passion. Initially it looked like multiple synergistic passions from two+ skills can impact a third skill skill (expected), but only if that third skill has no passion itself (unexpected), even other synergistic passions.

After diving in a bit, it looks like the "impacting other skills" behavior you implemented is tied to the same "Critical affects passions" toggle from VSE. I'm guessing the same also goes for "obsessive" passions

Is there any plan to later separate the configuration, such that "synergistic", "dedicated", and "critical" can individually be toggled to affect other skills with a passion? 1/2
doby221 1 May @ 8:12am 
does the dedicated and obsessive passion have any other effect other than just bonus learning?
if not that would be neat otherwise the dedicated one seems indifferent form vanilla
NciK 29 Apr @ 6:36pm 
Is it possible to disable the Passions but keep the Expertises?
23n1nbb 29 Apr @ 7:52am 
Man, what can i say?
Qualli 22 Apr @ 2:43pm 
There is a problem with VE Androids: When a Android gets awakenend, you can choose there Traits normally with a little flame. With this very nice Mod it is always a vengful Trait. Does anybody hav an idea how to fix this?
Sarg Bjornson  [author] 22 Apr @ 11:06am 
No, increases output, as long as the recipe produces more than 1. Bricks, yes. Weapons, no.
JJskywalker 22 Apr @ 10:55am 
How does crafting yield work? Do they bring less materials to the bench?
23n1nbb 20 Apr @ 7:21am 
Do you have any further plan to make it co-work with Biotech Children Growth's Passion upgrading method better? Appreciated if there is one.
WarEvolved 17 Apr @ 10:18am 
thanks
Sarg Bjornson  [author] 17 Apr @ 10:04am 
First thing
WarEvolved 17 Apr @ 9:57am 
so how does firestarter work? does it make it so any melee has a chance to set them on fire? or does it just make the chance of the melees that already do that higher?
Sarg Bjornson  [author] 12 Apr @ 8:31am 
I don't think there is. The component issue should be fixed now, though
Neko77025 12 Apr @ 8:05am 
Is their a debug command to removed a expertise ?
Neko77025 11 Apr @ 1:48pm 
salvaging is giving me Advanced Components. The skill says components not Adv. It seems to happen alot ..

I assume that this is A bug / Broken ...
Abyssionknight 10 Apr @ 5:31pm 
Thanks for making these, they're pretty cool!

Any chance for a romance related one? Like when a pawn gets a new lover or gets married, there's a chance for them to gain a temporary passion for a skill their partner has a passion for?

Not a modder, so no idea if that's possible or if it'd be easy or a pain to implement, but it'd be a nice touch.
Vulkandrache 2 Apr @ 2:37am 
Ok, then while i am at it.
I dont know if it would be feedback for this mod or Skills expanded itself:

I am not a fan of getting critical passions from growth moments.
It feels very one-dimensional. Making pawns into one-trick ponies.

Ironicaly this is especialy true for pawns born with several Skill genes,
especialy especialy if they manage to get max Gmoments,
making them far less useful than they should be.

Ive had several children now that HAD to take one or more critical passions
because everything else was already taken.

And while i could turn of the penalty for learning from criticals
that in turn has other issues, like making "Great memory" a joke.

Turning off "multiple critical passions" does not change any of this.
Children with criticals can still get more during growth.
Sarg Bjornson  [author] 2 Apr @ 2:04am 
Thanks, it's rare to receive valid balance concerns, the are appreciated
Vulkandrache 2 Apr @ 1:58am 
The Endurance specialty for melee need another look.
Its waaay to strong for something that can be gained this quickly.
Is basicaly another tough trait for every melee fighter.

It ought to be turned into a multipler first and
likely also nerfed to 4 or even 3% per level, not 5.
BananaBread 31 Mar @ 11:27pm 
a welcome variëty in pawn interests, with toggle-able settings! You spoil me sarg. I'll take 50.
Konkursipe 29 Mar @ 12:30pm 
I didn't realize those were editable trom VE Skills menu. Thanks for the heads up!
Vulkandrache 29 Mar @ 10:17am 
I did set the chance for all passions from this mod to 0 but i still had
a pawn (out of about 40) turn up with several. No error messages but im also using
a pretty large modlist (317). If i get more information i will come back to this.

Its possible i fixed this myself since i had to remove a bit of pawn spawn code,
it didnt want to cooperate with too many other mods.
Sarg Bjornson  [author] 29 Mar @ 9:40am 
Or just use mod options for VE Skills
MagiBaxter 29 Mar @ 9:28am 
maybe you can use character editor to remove and replace the drunken passion whenever it shows up?
Konkursipe 29 Mar @ 9:21am 
I really like the mod, but it would be great if there were some settings that would let me disable individual passions from the game. For example, I don't really like the drunken one, but all others are great.
Mike_Oxwrong 28 Mar @ 6:50pm 
W haiku
sworx 28 Mar @ 2:10pm 
@deadmanreaper thanks, though very annoying to use a slider for fine numbers
deadmanreaper13 27 Mar @ 1:19pm 
@sworx mod options - Vanilla Skills Expanded has sliders for all the passions, just put to zero to disable its spawn chance.
sworx 27 Mar @ 8:48am 
can you turn off/disable certain passions?
deadmanreaper13 26 Mar @ 11:31pm 
Question about Panning/Salvaging, is the extra drop chance referring to mining gold/components, or is it mining in general?
Aethrophaesic 25 Mar @ 9:19pm 
@Sarg Bjornson yes my good sir, that would be indubitably well suited within many a playthrough, good day kind sir.
The Dutchman 25 Mar @ 9:13pm 
Nah, the explosion is better
ZeDangerZone 25 Mar @ 4:01pm 
sarg is always working
Vulkandrache 25 Mar @ 9:28am 
Make the pawn lose a random bodypart instead.
Weighted the same as bodypart coverage.
Sarg Bjornson  [author] 25 Mar @ 9:07am 
Next update: an expertise that gives huge bonuses but the pawn explodes if he eats without a table
hellosharkness 24 Mar @ 2:49pm 
I liked that haiku! Here is one:

Bloat makes Rimworld great
Disagreement is okay
Optional downloads
Tleno 24 Mar @ 2:04pm 
Some of those passions are real freaky. Happy you weren't cruel enough to make them provide a malus on learning outside regular conditions.
StockSounds 24 Mar @ 9:21am 
My bad, I had it active since yesterday.
Sarg Bjornson  [author] 24 Mar @ 9:09am 
@StockSounds : That was fixed, your mod is outdated
niewielebrakowalo 24 Mar @ 8:53am 
can they change throughout colonist life? how does it work with children growth moments?
The Realest Nooblet 24 Mar @ 7:15am 
DeadmanReaper's idea is great, that should be one of the new things implemented.