RimWorld

RimWorld

640 ratings
Mad Skills
 
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0.240 MB
Jul 25, 2016 @ 1:40am
Dec 6, 2017 @ 2:14am
9 Change Notes ( view )

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Mad Skills

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Description
A barely visible little something (so tiny!) that allows you to tweak or completely turn off natural skill degradation and learning saturation. Comes with following tweaks (available in Options -> Mod settings -> Mad Skills):
    Decay multiplier: set to 0 to turn off skill decay, or to (nearly) any value to multiply default decay by!
    Tiered: experience will be lost as per multiplier, but only to around 1% of what's required to next level, meaning that once a level is attained skill won't degrade below it.
    Over-limit multiplier: multiplies XP earned over the daily limit (learning saturation), set to 100% to disable daily XP limit altogether.
    Daily XP limit: controls how much learning is too much.
Doesn't require starting a new colony.

Preview image by Shinzy.
Chinese translation by duduluu.
Japanese translation by Proxyer.

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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209 Comments
Nerdygamer1 Apr 14 @ 3:45pm 
I appreciate why the developers put skill decay into the game and I know the improvement that comes from leveling skills is logarithmic (eg. the chance of botching a surgery goes down by 10% when you level doctoring from zero to one, but it only goes down 0.5% when you level it from nineteen to twenty), but BLOODY HELL it's so annoying to check on a pawn with a maxed skill to see they've lost multiple levels over the course of a couple days or weeks.

Therefore, I appreciate this mod even more; especially given how configurable it is.
Wonder Meat Apr 13 @ 7:23pm 
Probabaly the most needed mod ever. Simply fantastic.
Chomiczek Fetor Mar 26 @ 10:00am 
Thank you, found it so late... nice job
-=205=- Depleted Jan 27 @ 6:18am 
Ill be honest this mod is confusing, Im not a dumb fuck but trying to adjust the values and understand what the change outcome will be is confusing so ive left it at default.
A.B Jan 16 @ 6:48am 
I do not know why they implemented it anyway. Good job.
Posh Octavia Jan 7 @ 10:47pm 
ooh, good job, such a simple but effective mod
RainerGodEmperor Dec 27, 2017 @ 7:28am 
Pretty sure droids gain no skill so you can't really multiply 0 by anything.
Azza33 Dec 9, 2017 @ 10:15am 
meh kind of cheating rather leave it vasnilla good work though
Ratysz  [author] Dec 9, 2017 @ 3:50am 
@The meme guy: I took a peek at Androids and Alien Races Framework sources, can't seem to find anything that could cause problems. You'll have to be more verbose: post modlist, mod settings, logs, etc. (Please use Pastebin or Gist or equivalent.)
The meme guy Dec 8, 2017 @ 5:52pm 
this dosent work on droids from the androids mod :(