RimWorld

RimWorld

Passion On Level Up Plus
27 Comments
𝘼𝙮𝙖𝙨  [author] 24 Jul @ 11:36am 
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
kongkim 18 Jul @ 5:29am 
When do you loss a Passion? Is that only when you have not used a skill in some time and loss points or how?
Capataina 18 Jul @ 4:30am 
Thank you so much for updating my mod! :)
Hellka 17 Jul @ 10:47am 
Hi, there i Love the idea really, to be honest it can be the best mod i ever played. i will start my colony with only 1 passion or someothing like that from now.

I only have ONE request/suggestion.

Basically i HATE "Natural" 300% forgive rate is doomed it's a nerf to me BUT it could be fair.

The idea : a Range of Natural passion. Imagine, From Skill 1 to skill 12 a colonist have a chance to have a natural passion coz of learning he's discovering him self and it seems natural to him. -> Natural passion fair if the colonist goes Farest in learning it's a real passion ( Major / critical )

But a Colonist 18-20 on a skill proc natural passion and go 18 -> 13 coz of the Doomed forgive rate it is not fair to me. i know it will stabilise around 10 but Meeh

i experiment that and i unfortunately disable natural passion procs for now

If it's possible to make my dream a true story, I won’t have enough time in a life to say thank you.
D9sinc 16 Jul @ 8:43pm 
Okay, I can verify that it does work now. Thank you so much.
D9sinc 16 Jul @ 8:26pm 
@Ayas, no problem. I'm sorry about the confusion on my end and I'm glad I was able to help.
𝘼𝙮𝙖𝙨  [author] 16 Jul @ 3:49pm 
@D9sinc I just pushed an update — you were absolutely right. The condition check for Critical was copied from the Frozen one and still had the Alpha Skills check inside, so it was technically required. It should be fixed now — thanks for the heads-up, and sorry for the confusion!
D9sinc 16 Jul @ 1:19pm 
@Ayas, yes I did. I enabled the buff. Quit to the main menu, quit to OS, verified file integrity to update any files to give it some time, booted up Rimworld. Verified that the buff was clicked and entered the save and still saw "learning 25%" due to my pawn having a critical passion in Construction so it was making them leveling artistic much harder. I am using Mad Skills and I'm not using Alpha Skills so maybe one of those is also affecting that.
𝘼𝙮𝙖𝙨  [author] 16 Jul @ 1:05pm 
@D9sinc Did you completely restart the game after enabling the buff? I just tested it in a new crashlanded game with a few mods, including Mad Skills, and followed these steps:

Got a pawn with 2 Critical passions: https://i.imgur.com/9c6LusC.jpeg

Went to the mod options and enabled the buff: https://i.imgur.com/izwL00M.jpeg

Closed the game and restarted it — at launch, I checked the log and saw the line confirming the buff was applied: https://i.imgur.com/8DjsYTe.png

Loaded the previous saved game with the buff active: https://i.imgur.com/egWVRgM.jpeg
D9sinc 16 Jul @ 9:53am 
Hello, I enabled the Critical Passion Buff, but I noticed even after a reload, my pawns still have a 25% learning speed in every skill besides the Critical Passion. Would I share my log here to hopefully help?
𝘼𝙮𝙖𝙨  [author] 16 Jul @ 8:31am 
Just pushed an update:
-Added 1.5 support
-Reworked Alpha Skills support so its passions can be customized from the mod options
-Added a new mood check after passion upgrade from Forbidden (thanks @deadmanreaper13 — it indeed wasn’t removed)
deadmanreaper13 15 Jul @ 6:21pm 
if a Forbidden passion gets upgraded, does it remove the mood debuff? also, could toggles be added for the passions? I love the idea of upgrading ones like Dedicated and Obsessive, but would like to keep Drunken and Vengeful around since they can act like character aspects for story telling, not just learning speeds.
Gidwelion 15 Jul @ 12:52pm 
does this work for 1.5 ? if not. would you consider making it work for 1.5 ?
VitaKaninen 15 Jul @ 7:54am 
Thanks!
𝘼𝙮𝙖𝙨  [author] 15 Jul @ 1:08am 
@VitaKaninen Yeah, its like @ViRuS said, the only requirements are Harmony and Vanilla Skills Expanded, i added it to Required Items so people would know its compatible just in case they dont read the description. I will remove it from there and just reference it from description — sorry for the confusion
ViRuS 14 Jul @ 10:23pm 
it says vanilla skills expanded is required in his write-up, but not alpha skills.
VitaKaninen 14 Jul @ 7:46pm 
To be clear, Alpha Skills and Vanilla Skills Expanded are not required? They are listed as dependencies and will cause warnings.
Nirvanacuga 14 Jul @ 6:12pm 
You are a lifesaver my mannn