RimWorld
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Alpha Skills
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獎勵
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Mod, 1.5
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更新時間
157.704 KB
3 月 21 日 上午 7:14
4 月 13 日 下午 11:24
7 項更新註記 (檢視)

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Alpha Skills

描述
[www.patreon.com]

Features

Alpha Skills adds:

- 13 new passions. Most of them use a new custom system that swaps the passion between an active and inactive state upon certain conditions
- 15 new expertises for pawn skills

New Passions














New Expertises
















Issues

If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW. PLEASE STOP ASKING ME TO DO THIS ON PURPOSE, WEIRDOS

Future plans

More things

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.

Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No, just Vanilla Skills Expanded

Q: Does this work with Combat Extended?
A: Compatibility with CE is handled on their end

Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: A haiku for you:
Thing craves more things still,
Endless wants beyond my grasp,
Control drifts away.

Q: Cool !! It's probably a good idea to add this to the FAQ
A: SanguinarcAQL

Changelog

v1.0: Release (21/03/25)
Full changelog on GitHub

Credits

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


熱門討論 檢視全部(1)
29
5 月 14 日 上午 12:52
置頂: Bug Reports
Sarg Bjornson
124 則留言
Sarg Bjornson  [作者] 5 月 13 日 上午 9:32 
Every weapon
Lattekahvi 5 月 13 日 上午 9:20 
how does the firestarter exactly work, does it work with every weapon or do you need incendiary weapon for it to work?
Deankiller Turnupseed 5 月 12 日 下午 1:19 
can you make those extremely rare? or include options to make them appear less often
Dervalanana 5 月 9 日 下午 1:08 
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 5 月 9 日 下午 1:08 
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 5 月 1 日 上午 8:12 
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 4 月 29 日 下午 6:36 
Is it possible to disable the Passions but keep the Expertises?
23n1nbb 4 月 29 日 上午 7:52 
Man, what can i say?
Qualli 4 月 22 日 下午 2:43 
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  [作者] 4 月 22 日 上午 11:06 
No, increases output, as long as the recipe produces more than 1. Bricks, yes. Weapons, no.