RimWorld

RimWorld

Health and Skills Affect Stats
36 Comments
Eppi Feb 28 @ 5:04am 
would love to have it on 1.5, cool mod:steamhappy::steamthumbsup:
Solp666 Feb 19 @ 12:38am 
1.5?
Brybry Nov 3, 2024 @ 1:17pm 
Do you know which VE mod that would have been? VE Framework?
Capataina  [author] Sep 15, 2024 @ 10:03am 
I believe VE went through a massive update after my mod was released and they slightly tweaked with the logic. If anything seems to be working backwards, it might be because of that. Also, there might be other mods conflicting with it. In my own mod pack, everything was working fine. I mean I was using my own mods in my playthroughs after all :)
Jiopaba Sep 12, 2024 @ 5:51pm 
Am I crazy or is melee speed backwards? You get -0.0125 per melee level, but it claims to be a multiplier on melee attack speed. Instead of going faster at high Melee skills, you get slower.

This seems to be backed up by VPE where the Blade Focus psycast doubles this start (from 1 to 2 with no other modifiers) and says it makes you attack twice as fast. Likewise, the "Slow Melee Attack" and "Fast Melee Attack" genes give respectively -0.25 and +0.25 to this stat.
Capataina  [author] Aug 23, 2024 @ 2:42pm 
Yeah, the thought process was that higher intelligence often means better pattern recognition, abstract reasoning, problem solving, critical thinking and so on, so I thought making them learn faster made sense. The more intelligent they are, the better they will be at whatever they pursue.
Etarnax Aug 22, 2024 @ 9:45am 
Small bonus to most tasks with intelligence? In the sense of "Work smarter not harder" kinda thing.
Lekoda Jul 24, 2024 @ 2:24pm 
Make pawns with high plants skill less food poison chance at a minor degree with pawns with high cooking skill greater food poison chance reduction
Capataina  [author] Apr 12, 2024 @ 3:56pm 
Should work in 1.5! I just don't have the time/files to update the game right now, it would take a lot of effort on my part for a game that I don't even play anymore. But it shouldn't have any issues in 1.5.
Syre Behovs Apr 12, 2024 @ 10:59am 
Any hope this gets pushed to 1.5? No pressure ofc, just curious.
Victor Feb 13, 2024 @ 12:57pm 
Capataina  [author] Dec 24, 2023 @ 4:27am 
yeah it does need VEF as they are the ones allowing me to purely use xml to edit the stats. Without VEF I'd need my own custom C# methods to change stats which might overlap with vanilla expanded if anyone is using it sooo
이상한잉간 Dec 23, 2023 @ 7:17pm 
Does this really need vef?
I love the concept of your mod but don't want vfe's slow tick issue
FungalFish Oct 30, 2023 @ 8:59pm 
Or maybe dumb labor speed, since mining is a very physically-intensive task, and there aren't as many other ways to make dumb labor faster other than increasing global work speed for your pawns somehow.
FungalFish Oct 30, 2023 @ 8:57pm 
Mining skill increases melee damage or cooldown?
Kaden Ha Oct 4, 2023 @ 1:10am 
There needs to be a cap for certain stats like shooting range. It looks silly when someone hits shotgun pellets across the map.
Capataina  [author] Sep 12, 2023 @ 2:44pm 
Hey,

Thanks for letting me know about the problem. The issue is that for me to fix those I would have to patch Vanilla Expanded itself which is rather hard to do as I would have to understand the mods' code first.

I'm afraid I can't fix those.
Victor Sep 12, 2023 @ 12:08pm 
Finally, if a pawn has any skill that you linked to a stat disabled, the stat gets disabled too, which means a pawn incapable of artistic will get a null filth rate, incapable of intellectual gets a 0% global learning rate, and so on. This must be the reason why you get those errors when generating pawns for a new map.
Victor Sep 12, 2023 @ 12:06pm 
I also tested it with EndlessGrowth , no errors so far, but the results are, well, interesting: https://imgur.com/a/bAF9DZz
But I've noticed a few problems: Filth rate starts going up after the negative percentage gets too big (perhaps after lowering more than 100%?)
Victor Sep 12, 2023 @ 11:53am 
Oh I think there may be an issue with pawns that are incapable of violence, if you enter in their stats window an error pops up.
Victor Sep 12, 2023 @ 11:48am 
So I was testing this mod and immediately after entering a dev quicktest I got two errors related to VEF_VerbRangeFactor and MaxNutrition:

Attempted to calculate value for disabled stat VEF_VerbRangeFactor; this is meant as a consistency check, either set the stat to neverDisabled or ensure this pawn cannot accidentally use this stat (thing=Minty)

https://gist.github.com/HugsLibRecordKeeper/aded90ef0fe363ca791f0b2ef92a9e00
Capataina  [author] Aug 22, 2023 @ 8:48am 
Damn, I've added caps on certain things like aim time multiplier and trade price improvement but didn't think of that one, I'll make sure to update it whenever I get back to modding again.

My pages might be a little stale for a while again as I have other projects than modding for rimworld right now and since those are actual real world commissions, they might take a while.

Thanks for letting me know though, I'll work on it as soon as possible.
Tana Aug 22, 2023 @ 7:34am 
Here's a fun one- when coupled with Dub's Mad Skillz, there comes a point (around level 80) where the melee speed multiplier becomes zero.

This entirely breaks combat behavior, causing pawns to stand frozen for several seconds after each kill as the game tries to figure out what just happened. The rest of the game runs normally, just that pawn. Not great in mid combat.

So... a cap on how far your stat multipliers can be pushed would not go amiss.
Chris Aug 19, 2023 @ 12:10pm 
Is there a full list of changes anywhere?
Capataina  [author] Aug 13, 2023 @ 1:59pm 
No worries, it took a fair bit of testing for me to figure things out as well as none of these are explained in game.
Aug Aug 13, 2023 @ 9:33am 
Oh. Yeah, that's my bad. Thanks for the explanation!
Capataina  [author] Aug 13, 2023 @ 8:40am 
the melee attack speed factor is the interval between attacks, meaning the lower the number is the "less time" between attacks. ranged attack speed factor and cooldown verb scale upwards.
Aug Aug 13, 2023 @ 7:53am 
I think it's a little confusing that "Melee attack speed factor" scales down, while "Ranged attack speed factor" scales up. I might just be a dumb, though.
Capataina  [author] Aug 13, 2023 @ 6:25am 
That shouldn't be the case, attack speed works fine for me?
Aug Aug 13, 2023 @ 12:30am 
Hey, I think you've got melee cooldown scaling reversed. The higher the level, the slower the attacks, since the speed is being reduced.
Frettzo Aug 11, 2023 @ 4:00am 
Caps strikes again with another top tier mod!
Beagle Aug 7, 2023 @ 4:57pm 
This is great, is there anywhere to see a full list of changes/how it works?
YepThatsMyName Aug 7, 2023 @ 4:18am 
Fair
Capataina  [author] Aug 6, 2023 @ 11:22am 
its a flat+, pawns incapable of doing research would never learn things otherwise
YepThatsMyName Aug 6, 2023 @ 11:04am 
Is the intelligence learning speed bonus just a flat +X% or is it a -X% before turning into a +X%?

Pawns with 0-2 learning would probably have problems with learning since that's like, below average intelligence probably.
Paradox Aug 6, 2023 @ 4:33am 
Genuinely a very cool concept