RimWorld

RimWorld

EndlessGrowth
 This topic has been pinned, so it's probably important
Slime-Senpai  [developer] 27 Nov, 2022 @ 1:19pm
Ideas & Suggestions
Any ideas? Any scaling that doesn't work? Anything too OP or not enough OP? Feel free to comment here about it
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Showing 1-15 of 18 comments
suppressor666 28 Nov, 2022 @ 12:53pm 
it would be nice to adjust the max level
_Jerrycy_ 29 Nov, 2022 @ 6:38am 
Originally posted by suppressor666:
it would be nice to adjust the max level
Yes, work table can't let people over 100 skill level do their work.
Slime-Senpai  [developer] 29 Nov, 2022 @ 11:48am 
Adjust Max Level and fixing of that issue are planned for V2
Slime-Senpai  [developer] 29 Nov, 2022 @ 2:42pm 
You can now scale bills above level 100 (max is max level for pawns' skills + 20), and bills that are max level will be scaled up everytime the max is raised to make sure you don't have to micromanage them
depzdai 1 Dec, 2022 @ 1:38am 
I wish you'll add skill decay from lvl 21 onwards, just like from lvl 10 to 20. The decay amount of each level is all set equal to the amount of lvl 20, as the lvl 20 skill decay is large enough to deter any pawns get to lvl 30 or 50 within many many years in sight. I think that's good balance and there is Mad Skills to hamper skill decay. My fast learner crafter with a minor passion for crafting is already churning out masterworks after a year because she makes clothes everyday and nothing is holding her back.
Slime-Senpai  [developer] 1 Dec, 2022 @ 5:52am 
Easy fix so will do, I was waiting to see if anyone wanted it
Slime-Senpai  [developer] 1 Dec, 2022 @ 12:21pm 
@depzdai Skill should now decay after level 20 following the level 20 skill decay value
depzdai 1 Dec, 2022 @ 6:58pm 
Originally posted by Slime-Senpai:
@depzdai Skill should now decay after level 20 following the level 20 skill decay value
Just hopped in my save file and saw that it works perfectly, whether standalone or with Mad Skills. Now this mod is infinitely better than Ducks Insane Skills. Thank you so much!
Hawty_Hans 3 Dec, 2022 @ 8:34am 
the only thing that i think this needs is in ducks you can change how much you can learn before it slows down and i cant seem to change it here wouldnt mind that being added
depzdai 3 Dec, 2022 @ 6:02pm 
Originally posted by Hawty_Hans:
the only thing that i think this needs is in ducks you can change how much you can learn before it slows down and i cant seem to change it here wouldnt mind that being added
The mod Mad Skills provides that feature. With it you can tinker the amount of max exp for a day, learn rate after reaching max exp, exp loss rate for a day, and whether levels can go down or not
Can update a line or two about Mad Skills in the mod's description though so that fewer people ask for an already existing function
minersdreams 8 Dec, 2022 @ 12:06pm 
Is there a way you can disable the notifcations on legendary/masterwork
Nova Drayosix 13 Dec, 2022 @ 8:19pm 
I second the request on disabling notifications for legendary and masterwork crafting, the dings are loud and I like to minimize them ^^;;
Tyhond 27 Dec, 2022 @ 8:14pm 
Is there a Mod that remove Soft-Cap like Post Processing Curve. It seemed Medical Tending are max at 200% due to Post Process Curve
Victor 19 Aug, 2023 @ 4:15pm 
Make it so the learning speed increases the max xp per day, as it would only make sense that someone that learns quicker, can learn more in a single day. This can be an issue later on as that cap severely limits the growth of a very smart pawn.
Олег Мерк 29 Apr, 2024 @ 2:34pm 
Any way of adding compatibility for vanilla skills expanded, so my op pawns become even more op?
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