RimWorld

RimWorld

Vanilla Skills Expanded
237 Comments
Sarg Bjornson  [author] May 22 @ 4:49am 
Should be!
ImperialForce9 May 22 @ 4:45am 
Should my save be alright replacing the outdated version with this one?
Sarg Bjornson  [author] May 20 @ 11:57pm 
No
Abster May 20 @ 11:47pm 
Can anyone using this mod please tell me if it is possible to only get the expertise without getting the passions? I don't want the debuffs they add to other skills
Floofy Princess Devina May 20 @ 11:35pm 
so got a guy maxed out on all the skills but seems they won't learn anymore now
Dervalanana May 10 @ 2:14pm 
@[C|⦿] Typical Lama [✚] check out Alpha Skills. Its like VSE Expanded. Includes a fair few new expertises, including "crafting yield" and "crafting quality"
Dervalanana May 9 @ 6:14pm 
Really enjoying the expertises. I have a self-imposed rule I'm using where I do allow multiple expertise under one skill, but only once the previously selected expertise reaches level 15. At which point I need to go in to the options, enable expertise overlap, add the new expertise, and then disable expertise overlap again (otherwise the "can gain expertise" message remains up). Would it be possible to either enable an option with such logic (that is, for each skill, if each linked expertise is at the threshold, enable expertise selection for the skill again), or allow an optional keybinding to quickly enable/disable the setting?
Battl3bee May 9 @ 4:56pm 
If i transfer from the outdated version to the new version mid-game, will my pawns' passions and expertise from the previous mod transfer?
SwampyMcG May 7 @ 4:38pm 
This makes Rimworld basically Burning Wheel
DondarfSnowbonk Apr 26 @ 9:50pm 
Hey Oskar, just wanted to let you know you still have the outdated version of this mod listed on your Vanilla Expanded master collection.
Unphoenix Apr 25 @ 6:40am 
I added more than 2 expertise skill on my pawn, so the Bio window of the pawn extended out of the screen frame. Is there any way to solve this problem.
[C|⦿] Typical Lama [✚] Apr 24 @ 6:10am 
The crafting experties feel really underpowered. And the tailoring one is just baffling. We can craft weapons faster but not armor? Each pawn needs serveral pieces of armor vs just one weapon + weapons have a debuff for selling them, so it's not even like you can make them a good way to make money?
Eggnog98 Apr 20 @ 10:26am 
Is there a way to change the weaponsmith to a generic blacksmith?
tigerfeu Apr 18 @ 3:53pm 
Hi, just to say i like this mod. But i find something lacking, the value for cooking speed seems kinda weak compared to every other modifier, only +1 at level 20 is really small i think.
B.A.N Apr 14 @ 8:30pm 
Could i ask for a small config addition?

i'd wanted to ask for the possibility to select the offset of every expertise, rather than a universal multiplier. Would that be possible?

I was considering jus changing the base value itself, but i wanted to see if it could be added as a config option, since i'd assume i'm probably not the first one to want to config every expertise.
Maple38 Apr 14 @ 1:30pm 
Dev mode probably
Dulo Apr 13 @ 7:26am 
Is there a way that you can max an expertise level for testing purposes?
Halituis Amaricanous Apr 8 @ 9:25pm 
It also says that for me as well. very weird.
Pranafox Apr 8 @ 12:32am 
on a fresh install this mod shows up twice in rimpy unless i right-click and reinstall the mod, and then it comes back again after the game is closed? is there a file that's still flagged under the old workshop mod id or something lol
Maple38 Apr 7 @ 2:05pm 
The piercing expertise is pretty confusing. The actual description says "when using sharp melee weapons". The explanation as listed above doesn't specify "sharp", just that it improves armor piercing. And when you hover over it in-game, it says the actual effect is increased crit chance. Would you mind explaining a little?
Sarg Bjornson  [author] Apr 7 @ 11:04am 
Use mod options
Humanesque Apr 7 @ 10:57am 
It should not be possible to have two Critical passions, or at least the two negatives shouldn't stack. The pawn gets 2.2% learning speed in everything except their two Critical passions, which they have 75% learning speed in. Makes zero sense and breaks the pawn.
Abster Apr 7 @ 4:37am 
How do passions work? Do I get to choose them, or are they assigned based on what expertise I choose?

Can I just use expertise without passions, as I like the idea of my pawn specialising in a particular skill, but I don't like the idea of debuffs given by passions (reduced learning speed & increased forget speed)?

I usually play with Perfect Memory traits & by late end game I have all my pawns at max skill in everything, and passions throw a monkey wrench in this plan I think.

PS: Thanks for all your mods! They've kept me playing RimWorld for ages!
Jowenbra Apr 2 @ 3:12pm 
Oh now I feel silly. Hovering over the "select expertise" button gives the detailed breakdown! My bad.
Jowenbra Apr 2 @ 2:38pm 
What does he "sniping" expertise do exactly? There are a couple expertise' that don't appear on the explanations list on this page and the explanations in game aren't very helpful. In fact I would highly recommend changing them to be more descriptive of their actual in-game effects as I've had to check this page for a lot all of them to be sure about what they actually do. Also, the mod options feel a little vague. Does editing passion commonalities affect how frequently the appear on new pawns? Does setting them all at zero turn off the new passions being added to pawns altogether?

Other than things being a bit too vague I really like this mod, good job!
Wolfette Mar 29 @ 3:57pm 
Minor complaint, with mining yield capped at 125% in vanilla expertise like Prospecting is more or less useless past rank 5. A built in option for increase the cap so that expertise up to rank 20 means something would be awesome.
Nexus Mar 28 @ 9:39am 
i wasnt sure if it was better to post this here or on vanilla traits expanded so i posted it there to, but i got an idea for an expertise

Firefighter/Flame Adept

- Pawn will no longer panic upon being set on fire, instead will immediately focus on putting themselves out
- +10% fire extinguishing rate (idk numbers so if you wanna make it more or less, feel free)
- deconstruction/tree cutting/axe proficiency? if you wanna go the full firefighter route.
- slight resistance to heat and/or smoke inhalation? again, up to you. im picturing this as if it was being trained on how to be a firefighter so youd know how best to handle those situations
nelim17 Mar 26 @ 5:12pm 
Hello, thanks, that's so cool! As my screen is tiny, after 3 specs, the pane get out of my screen. Making bio panel scrollable would be perfect :)
Seprious Mar 25 @ 2:10am 
nvm, I think it's a steam problem, after restarting steam, mod appeared just fine
Seprious Mar 25 @ 1:38am 
only fix I found: when Rimpy shows missing mods, edit the steam id to new one (3400246558) and then use SteamCMD to download it. but the mod will be installed as a local mod, not workshop one. weird
Seprious Mar 25 @ 1:29am 
mod does not appear in mod list after subscribing for some reason? rimpy also outputs an error, telling to download missing mod, but it only links to outdated version
Nameless1 Mar 24 @ 11:17am 
Thanks Drankara. Noticed that, but I'm not sure either.
Drankara Mar 24 @ 7:53am 
Mod settings are in the options, and if they are not there you can modify the distribution via the defs, easiest way is though the mod manager under advanced-open folder, from there its whichever version your on, i.e 1.5 then defs then passions, I think changing the commonality to 0 should stop them from being applied but not sure.
Nameless1 Mar 24 @ 6:26am 
I really like the expertise part of the mod, but not the changes on passions. Is there a way to use the mod and have the default passions AND their native distribution? (I mean how they are in the base game).
Thanks.
Drankara Mar 24 @ 5:03am 
So if anyone has problems getting skill experience, its likely because the critical passion reduces the amount earned by other skills by 75 percent, I think this stacks for each critical till you get next to none.
IWuvCookies Mar 24 @ 12:58am 
Nothing? Dude, you're being agitated for nothing, I was simply just stating an issue and then I figured out a fix for it which is to disable some mods, who knows maybe someone else has the issue and is looking for a fix. I've just left a note, not a forum. Relax my guy.
Sarg Bjornson  [author] Mar 23 @ 5:08am 
"I couldn't be bothered figuring out what mod is the issue"

I'm trying hard to not be an asshole here, but what exactly do you want me to do about it? It's obviously on your side. You have something outdated or something conflicting
IWuvCookies Mar 23 @ 4:31am 
I turned everything off but vanilla expanded and the mod shows up but I load my mod list and the option isn't there when I search it, literally the entire option for "Vanilla Skills Expanded" does not exist, and I couldn't be bothered figuring out what mod is the issue.
Sarg Bjornson  [author] Mar 23 @ 3:21am 
Literally the first mod option, "Maximum expertise per colonist"
IWuvCookies Mar 23 @ 3:21am 
Nevermind, it's a mod conflict. Not sure which one.
IWuvCookies Mar 23 @ 3:17am 
And by change, I mean change the amount of expertise you can have.
IWuvCookies Mar 23 @ 3:13am 
The setting isn't coming up in mod options to change the expertise.
Sarg Bjornson  [author] Mar 23 @ 12:01am 
You have a mod conflict
Nexus Mar 22 @ 8:55pm 
One more question, is there some sort of specific method to leveling up these professions? For some reason I'm not getting any xp for them and I'm not sure why. I would of sent a bug report but A: idk if I'm just missing something and B: for whatever reason, hugslib tells me I'm not authorized whenever I try to get the log for it
Nexus Mar 22 @ 8:26am 
Oh cool! Sorry, I'm still new to this game and learning all the mechanics and buttons and stuff
power724win Mar 22 @ 5:26am 
Ui was to big so i can not control. i use custom UI to reduce side of Ui that will helpful
https://steamcommunity.com/sharedfiles/filedetails/?id=2882372932
The Wizard-Jester Mar 20 @ 7:53pm 
Do the Architecture and Art Quality expertises allow you to make legendary structures and art, or would you still need an inspiration or specialist?
husagi Mar 20 @ 4:28am 
i would love to have a child caring expertise. any plans adding this?
Sarg Bjornson  [author] Mar 19 @ 11:57pm 
Already in mod options
Nexus Mar 19 @ 5:58pm 
is it possible to add a way to get multiple expertise?