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Was looking through my mods for my next mod list and remembered this mod. Way late, but ended up making a transpiler for this and sent a GitHub pull request. Feel free to give it a look and a try, from my testing everything functioned the same.
Here is the source code for this mod https://github.com/jonaslarsson/rimworld-memoryimplants/blob/master/Source_VS2019/MemoryImplants/Patch_SkillRecordInterval.cs
You are welcome to try to make a version of this mod that is compatible with VanillaSkillsExpanded.
No idea why steam decided to ping me that you were alive again. But good to see the update.
TY
I agree with you about game balance, I also don't like it when something is too powerful.
This mod works like the Great Memory trait, except it give the pawn brain shock when hit by EMP damage. The brain shock can be a major disadvantage, I've more than once had half my pawns knocked out by a single EMP blast. So you will need to consider which pawns to install it on.
It's still very powerful though, since I think Great Memory is the best trait a pawn can get.
Nice!
Quote, "It no longer needs it's own research..."
Does this mean that it no longer needs a Techprint for research?
I realize that not everyone would agree with me, but... Personally, I much prefer it when mods that add new stuff requires research to unlock.
Whenever I consider whether or not to use a mod that adds something new and potentially very useful - esp. when such bypasses a vanilla game balance mechanism - and it does not even require research to unlock, then I strongly feel like using it would be a cheat. If they don't even require research to use something like that, then how is it different from using DevMode or a cheat code?
It no longer needs it's own research, it's available under Neural Computation.
Skill loss rate 60%/ learning speed -20%
Skill loss rate 30%/ learning speed -35%
?
I like the idea of splitting it into two implants.
The brain shock is a bigger drawback than I first imaginged, I never install this mod on brawlers in case in need to throw EMP grenades. It would knock them all out.
Thought he was considering feedback to make changes.
First one has no negatives but only offers a small positive.
Second one stops the skill decay completely, but comes with a equally potent negative to learning speed. (leaving neurotrainers as the only option for increasing skills)
I will mark this I think and come back to it later for my next game...
Anyways, since you are asking,
I want something like this, but 20% does seem overkill to me.
That said, I would break it up into tiers if it were me...
30%
50%
70%
Those are the rates I would go for I think. Not too much and not too little and room for everyone to access at least something at any stage of the game.