RimWorld

RimWorld

2,335 ratings
Mad Skills
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Mod, 1.0, 1.1
File Size
Posted
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1.001 MB
Jul 25, 2016 @ 1:40am
Feb 24 @ 8:13pm
14 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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422 Comments
Nerdygamer1 May 29 @ 4:35pm 
@onidlorah; no, this mod does not do that. To reduce or nerf training decay, I would recommend Animals Logic: https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593
onidlorah May 29 @ 6:56am 
Hi everyone, just a question maybe but does this also apply to the animals that you train up not to lose the training levels?
Rainoa May 21 @ 9:54am 
works fine on my end
jamesfinish May 21 @ 4:13am 
1.1 mod update please
UpTheArts May 11 @ 8:12pm 
Nice mod. Nice picture. XD
Liwet May 7 @ 7:44pm 
So could you add a few things to your mod?

I'd really like to keep the base game dynamics but pause the decay once my colonist hits 20. Or maybe a way to change tier levels, something like every 2 levels or every 5.

Since you can modify the decay and prevent leveling down, could you add a way to decrease the percent gain of XP? So colonists only gain like 50% xp or 75% etc.

I think this would make your mod the goto mod for everything related to vanilla xp gains.
Rainoa May 2 @ 7:46am 
i also wonder about muiltiplayer mod
Rainoa Apr 30 @ 6:57pm 
@Ratysz
question, about the nomral use of "Great Memory", if u set decay to 50% would it become 0% decay for pawns with "Great Memory" or maybe would it just 50% half the 50% =^.^?=

one more about the altversion of "Great Memory", would the faster learning stack with other traits with same effect? or is their something inplace to make sure that dont happen if it dose?
eaglegundam Apr 27 @ 7:26am 
so it seems your mod conflicts with the starwars Force mod
as in not gaining force exp
Psina Apr 25 @ 4:49pm 
What about multiplayer?