RimWorld

RimWorld

Gain Skill Passions
Some Thoughts On Progression
So I was noticing how the mod has separate chances for both passion and burning passion and I wondered, what about someone who is already passionate gaining more passion? That seems a lot more logical than jumping straight from zero interest to burning, does it not?

Is there a way to configure the mod so that a regular passion has a different rate for turning into burning than burning just occurring out of the blue?

It would be nice if say, for example, I could set a ten percent chance for someone to gain a passion, a ten percent chance for a passion to become burning, and a five percent chance for someone to develop a burning passion out of the blue. That way, colonists are more likely to gain more interest in something they already have some interest in. Or, I don't know, some other configuration.

I don't know how this mod treats progression. Does it calculate the odds of gaining one level of passion the same way for one flame as it does zero? What happens if you gain two flames from one? Does it overflow back to zero again?

Super curious.
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Showing 1-4 of 4 comments
Twilight Apr 17, 2021 @ 4:37am 
Indeed, i have the same questions. The mod sounds interesting, but the description doesn't give away on how it actually works.

My thoughts on how progression could work: the higher your skill level at a certain skill, the higher the chance of gaining a flame. Gaining two flames out of nothing should be forbidden - make it step by step.
But we don't want to end up with 2-flame experts due to this. So, at the same time, beeing a high skilled expert should not mean that you gain your flames automatically. So, maybe it should be tailored in a way that you won't get a star below lvl 5, one star at max till lvl 12, and only after 12 you might have a chance on getting the 2-star burning passion. Also always with the higher your skill, the bit more propable. Just only slightly, or adjustable in options?

I am also interested how it actually works, so i pass for now.
It's just my ideas and maybe serves as suggestions/constructive opinion :)

It's an interesting concept to hav your colonists slowly 'grow' into their roles.

cheers

Twilight, I think you're overcomplicating things a bit. I mean, people can gain a burning interest in something in real life the first time they try it, or on rediscovering it after many years, or trying it in a new situation than they previously had. Honestly, in my experience people who are extremely skilled at something tend to lose interest in it when there's not much left to master, not gain more passion, usually. So losing passion on skill drop from disuse also makes a lot of sense, and I like that bit quite a lot. Honestly it would be fun if all of these things were configurable. :)
Last edited by AoQC: Little Newfie Gal; Apr 19, 2021 @ 4:42pm
Twilight Apr 19, 2021 @ 5:05pm 
Well, i was just throwing ideas around. I also like the idea of passion decay, i didn't want to argue against it acctually.

But i really think that instantly getting from zero to two stars is unrealistic and actually makes the mechanisms more complicated. I get what you wrote. But i think what you really mean, is how *fast* somebody gets from zero to two stars. It just so fast that the one star doesn't matter in between.

So the questions is actually, what governs the speed of passion-earning and what governs the decay.

But i think that fits a bit to Rimworlds original skill decay...The higher up somebody is, the faster he loses the skill again due to loss of passion, as you described it.

As always, the trickiness lies in the details.
Last edited by Twilight; Apr 19, 2021 @ 5:06pm
Denethor  [developer] Dec 20, 2021 @ 5:44pm 
Hi, sorry for late reply. Passions are already increasing/decreasing by just one level. It is described in mod options.
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