RimWorld

RimWorld

Vanilla Skills Expanded
286 Comments
Skeletosha 16 hours ago 
Hi, is there a way to make it so that pawns can't generate 2 critical lights? This is extremely strange and simply breaks any pawn.
MercuryDoll 17 hours ago 
Any chance we can see a "piloting" expertise with the new DLC?
Oskar Potocki  [author] 22 hours ago 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Vidat Jul 17 @ 1:27am 
Has anyone had issues viewing progress on a skill you've picked for expertise? When I mouse over the Expertise (Mousing over prospecting for example) in the bio sometimes it won't show. Using RimHud if that's possibly an issue. It sometimes works perfectly other times it's almost like I need to find the pixel. Doesn't happen with any regular skills so just curious.
tsuzumi Jul 16 @ 7:08am 
Would it be possible with a "Maximum Expertise per skill" option? Like they can have three Expertise but only one in each skill/field.

Overall you can of course just skip adding more than one per skill but then the Alert option wont go away until you pick one and that means it wont be very helpful.
TwoBitSprite Jul 16 @ 1:43am 
Nvm, my apologies, I misread my error log and it seems to have something to do with traits expanded, not skills, and something to do with the perfectionist trait. Ill continue researching, feel free to delete my previous and current comment.
Sarg Bjornson  [author] Jul 16 @ 1:26am 
Nope
TwoBitSprite Jul 16 @ 1:26am 
Is anyone else having an issue where a pawn is at max construction skill, and tries to build something, and the thing they are constructing vanishes upon completion?
Tesseract Jul 15 @ 5:05pm 
There is a star on a right top corner if you are using RIMHUD.
Death by coughs Jul 15 @ 1:09pm 
No error showing up or logs, so not sure how to even submit this. Says I have an expertise to use on two characters, but I can't activate the star on either's profile. I click it and it just does nothing. it's not filled in either.

Does RimHud mess with this? Either way, as I said, there aren't any exceptions being thrown so and I've looked through the logs (normally I can fix this crap myself but welp). So, I assume there is a incompatibility somewhere.
Coral Jul 15 @ 7:38am 
I see that we have an option to set how many expertises can be aquired, would it be possible to make it so colonists earn an extra expertise point upon for example reaching 20 skill level?
R0DxAriz Jul 14 @ 10:55pm 
My game says i can choose an expertise for my guys but the star isnt showing up??
Flat Jul 14 @ 8:59pm 
Can a pawn have multiple expertise? Also piloting expertise for odyssey would be cool
Sarg Bjornson  [author] Jul 14 @ 10:49am 
Unsubscribe from 2854967442 then?
cursedcarrot Jul 14 @ 10:47am 
Tried loading mod with the same packageId multiple times: vanillaexpanded.skills. Ignoring the duplicates.
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2854967442
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3400246558
RΞB Jul 14 @ 6:06am 
Could you add piloting expertise to mod? It would be cool addition for odyssey DLC.
Roshiro Jul 13 @ 2:29pm 
I don't have an error, but the tps impact of skills on 1.6 seems to be inflated. Something to do about passion and learn rate factor being calculated very often.
Naucetaaq Jul 13 @ 10:40am 
How would I report the error. I haven't been able to get hugslib or Harmony to work with the update yet.
Sarg Bjornson  [author] Jul 13 @ 10:38am 
You don't get any errors unless you report them
Naucetaaq Jul 13 @ 10:38am 
For this mod, not VE fishing
Naucetaaq Jul 13 @ 10:37am 
I get an error that it requires the two stats that were changed.
Sarg Bjornson  [author] Jul 13 @ 10:36am 
VE Fishing already handles the two fishing stats added by Odyssey
RodanThrelos Jul 13 @ 9:38am 
Two suggestions:
- Configuration to allow Expertise per skill, so we can choose 1 per skill over 15 with a passion.
- Add an option to hide the "Expertise choice available" for a pawn until another skill hits the level 15 threshold.
Either way, great mod! Love the idea!
Hydra Jul 13 @ 3:44am 
Any chance to switch the Expertise overlap from a toggle to a number? i.e. so multiple can be chosen but not all?
Could even be linked to multiple levels. First unlocks at 15 next unlocks at 18.
Gritsko Boserup Jul 11 @ 11:01am 
Please mark this or the other one as forked or something the duplicate mod really throws me off and I almost skipped this mod because of it! (referring to the mod by legodude17 and Oskar Potocki.
Is there any way to avoid passions on blocked skills? Sometimes it ruins learning basically everything when pawn has passion on something blocked for him due his childhood or etc
Vulkandrache Jul 9 @ 6:50am 
But, the critical passion penalty can be changed in the mod options?
Rainbow Jul 9 @ 6:31am 
@blooburryz The setting has a slider edit passion commonalitys I guess if you set it to 0 it does disable it for new pawns .
hog_jockey Jul 7 @ 2:25pm 
@blooburryz I usually just use Character Editor to change those particular passions.
boldface Jul 4 @ 10:41pm 
Can someone explain the setting sliders labeled "Edit passion commonalities, groups are separate?" There's no tooltip on hover, and I've seen a number of contradictory explanations in this thread for what that setting actually does.
blooburryz Jul 4 @ 5:03pm 
is there an option to disable critical passions because they kinda brick any learning outside the one skill
Pooh Jun 30 @ 1:15am 
Thanks for taking over!
Grantthehero Jun 29 @ 4:20pm 
for some reason my pawn duelling skill isnt going up at all i dont know what the issue could be does the skill not work with certain weapons?
NobodyATL Jun 28 @ 2:53am 
unsure if this is an issue with me having CE or if its just base but duelling doesn't reduce the attacking time at all. checked in the skill on pawn info and it was still 100% even at 18 duelling.
Lon247 Jun 27 @ 1:24pm 
can this be added in mid save?
Sarg Bjornson  [author] Jun 25 @ 9:20am 
It should
Meci Jun 25 @ 9:03am 
How do i lvl up "dueling"? my char is in melee combat but the skill doesn't increase from 0(sry for my bad english)
Willow Jun 20 @ 7:41am 
For the bio tab on the colonists, when you have an expertise it pushes down the list of the other skills, and I currently cannot view my intelligence bar as it has been pushed down out of view and there is no scroll bar. Can a scroll bar be added for this issue on the Bio tab?
PerfectionCantPleaseMe! Jun 18 @ 2:24pm 
Is there a profession that can increase the speed of making armors? I noticed that we have tailoring and weapon smithing but none of them are for speeding up armors crafting.
A Helpless Baby Jun 18 @ 7:29am 
Thinking about it, I don't recall ever running into this bug before (when I wasn't using CE) so I don't think so.
Sarg Bjornson  [author] Jun 18 @ 7:25am 
Does it fail without CE?
A Helpless Baby Jun 18 @ 7:22am 
Full disclosure I am using CE, don't know if that has something to do with it, but I've run into a bug with dueling/reloading/aiming where the attack speed seems to break the math and it becomes 0 - making it so that my pawns neither shoot nor melee, they just stand there and do nothing.

For a while I was able to bypass this by giving them slow weapons like hammers, but then their dueling expertise leveled up again and I'm back to square one.

Is there any known fix for this?
Sarg Bjornson  [author] Jun 17 @ 11:23am 
I love that, that's hilarious
Lord Rugdumph Jun 17 @ 11:19am 
Do not use free condiment skill with pawnmorpher installed! xD I spent hours trying to figure out why my pawns were randomly mutating turns out theres a mutanite condiment -_- lmfao
Razuro Jun 10 @ 4:40pm 
@Blue In the mod settings the first option is to select how many expertise you can have on each pawn. You can also turn off "Allow expertise overlap" if you want more than one expertise but want to keep it a more balanced by not complete overpowering a single skill.

@Cringe Tech you can turn off that feature in the mod options. It's the "Critical affects passions" options. If you are going that route I'd recommend turning off "Allow multiple critical passions", or tweaking the sliders so you won't get too many unblanced pawns. (Unless if that's what you're going for).
Cringe Tech Jun 8 @ 7:59pm 
love this mod, but critical is just absurd, i remove it from all pawns. no passion should reem all others into irrelevance
Blue Jun 7 @ 2:15am 
Is there some sort of difficult hard-coded issue blocking the ability to be able to toggle the restriction of only 1 per pawn off? It seems unnecessarily restrictive. I enjoy 1 pawn runs, and it would be cool to get more than 1 expertise.
average AI Jun 6 @ 7:35am 
can you have more than one expertise? i cant seem to find any mod options but maybe that's just me being an idiot
GravitWry May 30 @ 8:03am 
Ok so, I know there's a way to reset skill expertise in dev mode, but is there a way to reset /one/ expertise in a pawn. Better yet, is there a way to raise skill expertise level over all via dev mode?

Because I want to swap expertise on a spawn, let's say Sowing-to-Harvesting without resetting a pawn's other expertise.
Sarg Bjornson  [author] May 22 @ 4:49am 
Should be!