RimWorld

RimWorld

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Mad Skills
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
461.761 KB
Jul 25, 2016 @ 1:40am
Jul 13, 2025 @ 2:21pm
20 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]
Popular Discussions View All (3)
6
Apr 11, 2024 @ 5:19pm
20lvl cap
nuclear_twister
2
Oct 11, 2024 @ 3:43pm
Is there a way to stop decay once a pawn hits level 20?
BippyMiester
1
Jul 21, 2021 @ 10:02am
Not Working
Spanks
886 Comments
May 11 @ 12:52am 
In general, I replaced "Mad Skills" with "mad skills +" and everything worked fine, so maybe there is some little thing that was fixed in "Mad Skills +"
Ratysz  [author]
May 10 @ 2:46pm 
@Умница: That doesn't sound like anything that would be caused by this mod.
May 8 @ 10:48am 
For some reason, the time it will take the caravan to reach its destination has stopped displaying. The text is there, but the actual numbers are missing. Perhaps I'm missing something, and I hope you can help.
Ratysz  [author]
Apr 20 @ 6:45pm 
@Mercenary: No.
Apr 20 @ 12:15pm 
Does this prevent animal skills from degrading too ?
Apr 13 @ 3:47am 
nevermind, after more extensive testing, i have actually no idea what's causing this. probably not your mod though :steamfacepalm:
Apr 13 @ 3:20am 
with "tiered" enabled, the Philophagy ritual wont remove skills below the target's current level, but will still gain the intended amount of XP for the invoker. this severely impacts the use of the vanilla ritual, both giving a near infinite source of tens or hundreds of thousands of XP with low relative cost, and making it impossible to extract multiple different skills from the same person
Ratysz  [author]
Mar 2 @ 5:05pm 
@Undead Adventurer: It is certainly possible, but I have no interest in making that feature.
Mar 1 @ 9:26pm 
Is there anyway to make it so that we can change the settings on specific individual skill types?
Feb 15 @ 2:20am 
@feral_fenrir @Ratysz i've been using this alongside VSE with no issue for a long time in a big modlist, should be fine