RimWorld

RimWorld

3,277 ratings
Mad Skills
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Mod, 1.0, 1.1, 1.2
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0.333 MB
Jul 25, 2016 @ 1:40am
Aug 13, 2020 @ 1:18pm
15 Change Notes ( view )

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Mad Skills

Description
A collection of tweaks (found in Options -> Mod Settings -> Mad Skills) to change or turn off skill degradation and learning saturation.

Does not require a new colony to add, tune, or remove.

Preview image by Shinzy.

Available tweaks:
    Decay multiplier: value to multiply default skill XP decay potency by. 0% for none, 50% for half, 200% for double, etc.
    Tiered: prevents skills from going down a level; XP to next level decays as per multiplier setting.
    Alternative "great memory": changes behavior of "great memory" trait: instead of halving skill decay rate it will now increase learning rate by 25%.
    Daily XP limit: after this amount of XP is earned in a skill, all subsequent learning of it is multiplied by value below, until midnight.
    Over-limit multiplier: multiplies XP gained in a skill which has already advanced the above amount that day. Set to 100% to disable daily XP limit altogether.

Contributing new translations: create a translation mod.

Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
Source code[github.com]
License (GPLv3)[github.com]
Buy me a coffee![ko-fi.com]
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496 Comments
Nerdygamer1 May 12 @ 4:22pm 
@Hex: Social skill isn't the only thing that impacts trade prices; according to the Wiki, your pawns' ability to speak and hear also impact trade prices.
Ratysz  [author] May 12 @ 3:46am 
@Hex: Maximum skill level is 20. If that's not the case for you, then some mod has changed that - not this one, nor another one of mine. Nor does this mod alter what the skills actually do.
Hex May 12 @ 2:01am 
got my social to level 28 on one character , and the level 14 on another.. prices were better on the character with 14
Ratysz  [author] May 9 @ 10:48am 
@DragonStorm: I have no idea what are you talking about. Are you sure you got the right mod?

If you don't like something in a scenario, you can edit the scenario. If it's not something set by the scenario, then you're imagining things.
DragonStorm May 8 @ 5:33pm 
Is it possible to turn off the depressive trait? tribal starts are hard coded to gain depressive traits stupid quick and it pisses me off that i always gain depressive because of how stupid easy it is to gain that comapred to other skills changing :/
VogniR Apr 1 @ 8:02am 
I dont have Static Quality Plus mod and there is also a visual bug with daily xp stuff. It looks like that gained xp is actually correct but the limit and % are not displayed correctly
Dr. BockNstein Feb 25 @ 11:26pm 
Thanks for making and maintaining this. The skill decay rate is the only thing I really really dislike about vanilla rim world.
Nerdygamer1 Jan 30 @ 11:47pm 
Perun Jan 30 @ 9:53pm 
Would it be possible to make an addition that adds animals?
I like to do custom starts with only 1 or 2 people, and rarely take new colonists on. Because of that, the animals sometimes don't get trained and lose skill levels most of the time.
Эдвард Jan 27 @ 8:24am 
lol. Sorry, I didn't see the other comments and your reply xD
I'll check to see if it's working. Sorry for repeating the same question as everybody else hahaha, and thanks for the reply. Love your mod btw