Mad Skills
(http://imgur.com/Anwc7Wq.jpg)
DescriptionA collection of tweaks (found in Options -> Mod Settings -> Mad Skills) to change or turn off skill degradation and learning saturation.
Does not require a new colony to add, tune, or remove.
Preview image by Shinzy.
Available tweaks:
- Decay multiplier: value to multiply default skill XP decay potency by. 0% for none, 50% for half, 200% for double, etc.
- Tiered: prevents skills from going down a level; XP to next level decays as per multiplier setting.
- Alternative "great memory": changes behavior of "great memory" trait: instead of halving skill decay rate it will now increase learning rate by 25%.
- Daily XP limit: after this amount of XP is earned in a skill, all subsequent learning of it is multiplied by value below, until midnight.
- Over-limit multiplier: multiplies XP gained in a skill which has already advanced the above amount that day. Set to 100% to disable daily XP limit altogether.
Contributing new translations: create a translation mod.
Download- Mad Skills 1.5-2.7.0 (https://github.com/Ratysz/MadSkills/archive/1.5-2.7.0.zip), Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=731111514), source (https://github.com/Ratysz/MadSkills/tree/1.5-2.7.0), license (https://github.com/Ratysz/MadSkills/blob/1.5-2.7.0/LICENSE.txt) (GPLv3)
- Old versions (https://github.com/Ratysz/MadSkills/releases) (keep scrolling)
How to install- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in mod menu in the game.
- Configure to your liking in Options -> Mod settings -> Mad Skills.
(https://az743702.vo.msecnd.net/cdn/kofi2.png) (https://ko-fi.com/K3K160GG)
This is awesome! I'd rather just tone it down a lot than eliminate it entirely but it's great to know that this is possible and I'm sure this mod is going to make a lot of people VERY happy.
Great work!
can you make it so that skills reduce to the next stage of expertise?
thinking 3,6,9,12,15,18 as once your awesome at social not talking to anyone for a week shouldn't be a problem
That's actually a really cool idea. I had always thought that a "tapered" system would be good - like skills between 10-15 decrease at a slower rate than they do now, but 16-18 decrease a bit faster and 19-20 quite fast, but your idea would have a similar end result. Either way, I personally like that there is a skill degradation system in the game - I just think it's too punishing at the moment. That said, looking at the recent changelogs it looks like this is already being tweaked.
Quote from: Feirfec on March 03, 2015, 07:41:02 PM
can you make it so that skills reduce to the next stage of expertise?
thinking 3,6,9,12,15,18 as once your awesome at social not talking to anyone for a week shouldn't be a problem
Well, skill degradation doesn't happen until level 10, but that's an interesting idea nonetheless. Maybe just make it so that skills can't degrade into previous level, but can lose progress to next level. I'll look into it and probably release a "flavor" somewhen today.
I remember making a request thread about this a while ago. Awesome to see it became a real thing!
Thank you. the fact that it did not yet exist had made think it was impossible (hardcoded). Well done.
Quote from: TimTumm on March 05, 2015, 12:53:20 PM
Thank you. the fact that it did not yet exist had made think it was impossible (hardcoded). Well done.
It is indeed hard-coded, I'm simply doing the same things that ticks skills down, but in reverse. It's simple, it's stupid, but it works :P
The mod doesn't seem to work for me, skill still degrades.
Quote from: daveboy2000 on March 05, 2015, 02:57:39 PM
The mod doesn't seem to work for me, skill still degrades.
That's... weird. I've downloaded my own latest release and chucked it into a fresh install, both versions work just fine.
Could you list exact actions you took installing it and your desired outcome?
I downloaded the regular version, dragged and dropped it into my mods folder, activated it in the main menu, and started my colony. I noted down the XP level of one of my main artist, and checked it later after doing nothing. It was lower.
Edit: Looking over your post again, I think something might be off with your injector if anything, saving and reloading hasn't helped the issue either.
Never thought that this added much for my experience anyways.
Thanks for this mod.
Well, a sure-fire check if the mod is working would be mousing over a skill with level higher than 9 and accelerating time; normally even at level 10 you would see experience to next level slowly go down, higher levels are quite fast; if the mod is active nothing of the sort happens.
Then you could load up your game, open up the console (tilda key, above tab; just in case) and check if there are lines saying "MapComponentInjector: map already has RTMadSkills.MapComponent_RTSkillIncreaser" or "MapComponentInjector: adding RTMadSkills.MapComponent_RTSkillIncreaser" and "MapComponentInjector: success!", both of which mean the mod should be working now.
It's of course possible there's some other way their experience went down, but I haven't encountered any such mechanisms, and they likely wouldn't be the "natural degradation" the mod aims to disable.
Hmm... Are you sure they didn't go up a level? Character screen displays experience needed to next level, which naturally starts from zero after leveling up.
EDIT:
The injector update is recent, so just in case: check the version you have.
Oh, I redownloaded it and it works now, seems I missed the injector by at worst a few hours I guess. Thanks for the suggestion!
I really like this mod, but it feels pretty overpowered. Could you make a version that only reduces the skill degradation, but not removes it? Maybe 50% of the vanilla degradation rate. I'd really like to see that!
Quote from: Ykara on March 14, 2015, 08:25:01 AM
I really like this mod, but it feels pretty overpowered. Could you make a version that only reduces the skill degradation, but not removes it? Maybe 50% of the vanilla degradation rate. I'd really like to see that!
Done; enjoy!
Quote from: Ratys on March 14, 2015, 08:56:20 AM
Quote from: Ykara on March 14, 2015, 08:25:01 AM
I really like this mod, but it feels pretty overpowered. Could you make a version that only reduces the skill degradation, but not removes it? Maybe 50% of the vanilla degradation rate. I'd really like to see that!
Done; enjoy!
Wow, you're awesome! Thanks for this great mod!
Updated for Alpha 10 (vanilla degradation was reduced slightly, had to adjust my values accordingly).
FUCK YES I NEEDED THIS BACK
Quote from: Ratys on April 15, 2015, 07:04:33 PM
Updated for Alpha 10 (vanilla degradation was reduced slightly, had to adjust my values accordingly).
Any info on how much the vanilla degradation has been reduced?
Quote from: Ratys on April 15, 2015, 07:04:33 PM
Updated for Alpha 10 (vanilla degradation was reduced slightly, had to adjust my values accordingly).
Thank you!
Quote from: cy-one on April 16, 2015, 07:21:06 AM
Any info on how much the vanilla degradation has been reduced?
It's a non-linear change, ie each level was changed by a different ratio; overally, it's about 1/3. Refer to this commit (https://github.com/Ratysz/MadSkills/commit/e035021b2c98c71b3b5ec3e886a2094fac4f2333) for the exact change I had to make (because posting game's source code would be impolite, at best).
yeah, 66% of the old degredation would still be to much of a skill degredation for me... so yay for your mod! :3
checking it out.
would it be hard work to make a mod that removes the hauling trait restrictions ? cause i hate those
I use and enjoy ur mod. Thanks from Australia Ratys.
any chance for this update to A11?
am looking for this too...
Quote from: venoshock on June 15, 2015, 04:57:10 AM
any chance for this update to A11?
Absolutely. Same goes for my other mods, save for probably Neuromancy (*sigh*, AI coding is the pain of pains). I had to do a full reinstall of my entire system, so it'll take time to set up - mainly because Visual Studio is being
very unpleasnt for some reason - but expect an update before weekend; at least to this mod.
thanks for the reply Ratis glad to hear you are going to update it :) ty for this awesome tweak
Quote from: venoshock on June 15, 2015, 04:57:10 AM
any chance for this update to A11?
Does it
need an update? I simply copied mine over from the A10 folder to the A11 folder and nothing broke yet.
Quote from: NephilimNexus on July 19, 1974, 05:06:48 AM
Does it need an update? I simply copied mine over from the A10 folder to the A11 folder and nothing broke yet.
Not really, it seems. Compiled it for A11, no changes needed at all. So, for now feel free to use current version with A11, until I make a proper release (that entails some internal logging for me, which I can't do right now).
thank you. Just in time for my A11 foray :).
edit -
Injector.xml <eType>BuildingComplex</eType> is giving an XML error in the debug screen
XML error: <eType>BuildingComplex</eType> doesn't correspond to any field in type ThingDef.
Quote from: nmid on June 17, 2015, 04:04:44 PM
Injector.xml <eType>BuildingComplex</eType> is giving an XML error in the debug screen
XML error: <eType>BuildingComplex</eType> doesn't correspond to any field in type ThingDef.
Don't worry, it shouldn't really impact anything - it didn't in A10, why would it now.
Besides, released the proper A11 version just now (with that issue fixed).
Could you re-link the A10 version please?
Quote from: Eisenwulf on June 22, 2015, 11:11:44 AM
Could you re-link the A10 version please?
A11 version should work for A10, actually. Regardless, you can find all previous releases here (https://github.com/Ratysz/MadSkills/releases) (since I don't know which flavor exactly you'd like). A10 release version number is v1.1.1; be aware that it might throw an error about having a non-recognizeable field or something, just ignore it, it shouldn't break anything.
hello i have goten a crash not a simple one ether (blue screen) and after that i coundnt get rimworld to start so i had to start pining it down and it was mad skills i was using the tered verson here is the crash log for you
[attachment deleted due to age]
Quote from: jal21 on June 27, 2015, 08:44:09 PM
hello i have goten a crash not a simple one ether (blue screen) and after that i coundnt get rimworld to start so i had to start pining it down and it was mad skills i was using the tered verson here is the crash log for you
Rule of thumb: you get the blue screen - something is wrong with your system. I'd advise checking your disks and RAM, consult google on how to do it with your exact setup.
From the logs it's memory access that causes it to fail, which makes me think that indeed it's a hardware issue. Could also be a faulty RimWorld download, so get it again and unpack it into a different place, C:/Games/ or the like.
Also, reproduction steps? If it's not possible to reproduce with just MadSkills installed - then it's not MadSkills that's causing it; this mod doesn't exactly override anything, despite appearing as such, and certainly isn't heavy enough to cause memory issues all on it's own. Besides, in the logs you provided things go downhill after MadSkills has finished all the setup and has worked normally for a few moments.
shouldnt be any menu under right button on item to mend it ? it is hard to mend items that you actually wear
Quote from: omatkoicorko on June 29, 2015, 01:50:08 PM
shouldnt be any menu under right button on item to mend it ? it is hard to mend items that you actually wear
This isn't the thread for that mod.
But, yes, there should be, if I figure out how without causing the game to melt down - remember, I've only made it not break completely in A11, by breaking it just enough, solely because I wanted to play with it. I'm not the original author, nor I am maintaining it. I
might consider taking over if Wastelander (the author) shows up and flat out asks me to.
Quote from: Ratys on June 28, 2015, 06:08:15 AM
Quote from: jal21 on June 27, 2015, 08:44:09 PM
hello i have goten a crash not a simple one ether (blue screen) and after that i coundnt get rimworld to start so i had to start pining it down and it was mad skills i was using the tered verson here is the crash log for you
Rule of thumb: you get the blue screen - something is wrong with your system. I'd advise checking your disks and RAM, consult google on how to do it with your exact setup.
From the logs it's memory access that causes it to fail, which makes me think that indeed it's a hardware issue. Could also be a faulty RimWorld download, so get it again and unpack it into a different place, C:/Games/ or the like.
Also, reproduction steps? If it's not possible to reproduce with just MadSkills installed - then it's not MadSkills that's causing it; this mod doesn't exactly override anything, despite appearing as such, and certainly isn't heavy enough to cause memory issues all on it's own. Besides, in the logs you provided things go downhill after MadSkills has finished all the setup and has worked normally for a few moments.
the resone why i posted it here is becus when i tryed to restar the game i got a black screen and it staed that was and when i stared remveing mod to find the reson it stared working when i remove madskills i know my mishen is a potato and i think it scrode up whith it when i blued screded becus when i reped it whith a new versone it woked just fine
THANK YOU! With other mods I'm using, some of my workers do their work so fast the new experience system can't give them enough experience to counter skill decay at high levels.
Does this mod still work?
Quote from: Zeta Omega on January 30, 2016, 06:54:56 PM
Does this mod still work?
Why wouldn't it? As far as I know, there weren't any changes to the systems it touches in quite a while (or any changes at all for that matter).
It works for me.
Could you perhaps make a tiered version with 50% skill decay?
I absolutely love this mod. Specifically the tiered version. Thank you for continuing to update this.
Looking for this! Thank god your still updating it! One of the only mods i will use.
Updoots to Alpha 13. Have fun!
EDIT:
Fixed the year in subject. Time travel is still not commecially available, don't worry.
Hello! I've installed your fine mod and found it to work well on a new map, and thank you for it! I've also noticed that when I use it on an existing vanilla save the mod did not seem to function.
right, yeah, the modding slack was expecting this to happen :P
Ratys, you cant start gameObjects the 'normal' way anymore - the mod is loaded in a separate thread, and unity can't get access to the main thread.
Quote from: Fluffy (l2032) on April 07, 2016, 02:29:32 PM
Ratys, you cant start gameObjects the 'normal' way anymore - the mod is loaded in a separate thread, and unity can't get access to the main thread.
... Hhuh. Well, I obviously did not expect that to break down. Is there a new go-to way or I'll have to come up with something, if it's at all possible still?
We're a bit unsure... See my thread in mods/help, the problems loading assets apply to gameobjects as well - the procedure should be nearly identical.
Downloaded the mod, extracted the file and placed it in the mods map, at first it works, now all of a sudden I am experiencing decay again. Anybody else experienced this or have a solution? Using Mad Skills v.1.1.4 standard.
Quote from: vreemdevince on April 10, 2016, 02:25:38 PM
... extracted the file and placed it in the mods map ...
I'm not sure what you mean.
Extracted Mad Skills v1.1.4, which yielded the Mad Skills v1.1.4 map, which contained the Mad Skills map that contained the other submaps. I moved this Mad Skills map to the mods folder.
Quote from: vreemdevince on April 11, 2016, 02:22:01 PM
Extracted Mad Skills v1.1.4, which yielded the Mad Skills v1.1.4 map, which contained the Mad Skills map that contained the other submaps. I moved this Mad Skills map to the mods folder.
I'm assuming you mean 'folder' then (never seen that referred as maps, but oh well). Did you start a new colony after you installed the mod? If not, make sure you did the last step of installation instructions in the first post.
I will probably get around to fixing the MapComponent injector somewhen within the week, but until then editing the save is pretty much required to install the mod on existing colonies.
Folder indeed. I went as far as to make a new world, I thought that was also a requirement with certain mods. Any idea where I went wrong? The final folder I installed contained About, Assemblies and Defs, so it would be Rimworld > Mods > Mad Skills > the aforementioned 3
Quote from: vreemdevince on April 13, 2016, 01:46:46 PM
Folder indeed. I went as far as to make a new world, I thought that was also a requirement with certain mods. Any idea where I went wrong? The final folder I installed contained About, Assemblies and Defs, so it would be Rimworld > Mods > Mad Skills > the aforementioned 3
Have you enabled the mod in the main menu? It dawned on me that you didn't mention it, and so far that's the only explanation I can think of.
Thank you for making this mod. I love the tiered portion because it makes more sense to me and for the RP in my world. Cheers for all your hard work!
People don't talk about this enough, so I couldn't find it. Skill decay at level 20 became a thing, so this mod is apparently now a must have!
I downloaded the tiered version and it's not preventing my colonist from degrading from skill 20 to skill 19. It's definitely installed properly and active.
Quote from: hector212121 on May 04, 2016, 04:17:39 PM
People don't talk about this enough, so I couldn't find it. Skill decay at level 20 became a thing, so this mod is apparently now a must have!
This is what pushed me to come here as well;skill decay at level 20 is very annoying.
This is nearly essential for other mods too. Some of them like, the expanded prosthetic and organ engineering require chars to have a min skill level in research in order to craft some items; so if you're no researching anymore, or are unable to research (due to finishing the research tree in a long running game) then you can find yourself locked out of the ability to craft things.
Thanks a ton for making this mod, def a must have for me. 8)
Quote from: Lady Wolf on June 30, 2016, 12:54:00 AM
This is nearly essential for other mods too. Some of them like, the expanded prosthetic and organ engineering require chars to have a min skill level in research in order to craft some items; so if you're no researching anymore, or are unable to research (due to finishing the research tree in a long running game) then you can find yourself locked out of the ability to craft things.
Thanks a ton for making this mod, def a must have for me. 8)
He said it! :D
Does this still work for Alpha 14?
Quote from: Dante King on July 16, 2016, 05:52:21 PM
Does this still work for Alpha 14?
I don't know, yet. Going to be a couple of days still before I'm within reach of my workstation and able to do updates. Steam uploads coming then as well, most likely.
Okay, I reeeeaaaaaaallllyyyy need this, otherwise getting high skills in anything is a PITA
I tested installing this mod on Alpha 14 using an existing save. Working so far.
Quote from: ITOS on July 17, 2016, 09:37:17 AM
I tested installing this mod on Alpha 14 using an existing save. Working so far.
Same tested on 2 saves and seams to be working!!
I just tested all three versions of the mod by updating the targetVersion to 0.14.1230 in the About.xml. All three appear to work properly. The tiered one was a bitch to get to test, since I wanted to make sure it didn't error out when it hit 1%, but nope, everything looks good.
Awesome!
So which one works best fro alpha 14 guys?
Quote from: silentwolf123 on July 18, 2016, 07:51:43 AM
So which one works best fro alpha 14 guys?
I would assume all flavors work the same, just pick one you like most; if anything, you can swap it for a different one at any time, no save editing required.
Strange, the mod is installed and active, changed version. Yet it isn't preventing skill rust.
Quote from: Dante King on July 18, 2016, 09:47:13 AM
Strange, the mod is installed and active, changed version. Yet it isn't preventing skill rust.
Make sure you've done the extra step if installing on an existing colony, and are absolutely certain in what your chosen flavor does exactly.
Mkay, working on it now.
i can't download it,the github link load forever and give me a blank page.That would be great if you added mirror.
If Rimworld refuses to load it go into the mod folder, go to about and open the about.xml, change the target version from 'Alpha 13' to '0.14.1234' I've tested working, remember that if you didn't start your save game with the mod installed you need to follow OP's instructions on the first page.
Confirming that what ColombianHill suggested worked perfectly, thanks! Hopefully we can get an update soon and maybe get it on the workshop? I bet there are a lot of new players that would really like this mod.
Had a 19 shooter I recruited go to 15 shooting despite being in every combat over the course of 80 days and hunting most of the time, that's when I went looking for a mod like this.
Quote from: OverlordZeni on July 21, 2016, 07:58:26 PM
Confirming that what ColombianHill suggested worked perfectly, thanks! Hopefully we can get an update soon and maybe get it on the workshop? I bet there are a lot of new players that would really like this mod.
Had a 19 shooter I recruited go to 15 shooting despite being in every combat over the course of 80 days and hunting most of the time, that's when I went looking for a mod like this.
Proper update is still in the works. This mod is using my old release scheme, and my IDE is being really uncooperative with the migration to newer scheme, it's quite amusing at this point.
But, yeah. Update, workshop release, potential return of automatic MapComponent injector - all coming soon, hopefully within next 24 hours.
Quote from: Ratys on July 22, 2016, 02:00:59 PM
Proper update is still in the works. This mod is using my old release scheme, and my IDE is being really uncooperative with the migration to newer scheme, it's quite amusing at this point.
But, yeah. Update, workshop release, potential return of automatic MapComponent injector - all coming soon, hopefully within next 24 hours.
Awesome, thank you for putting time on this mod.
Hi, I just registered to say that this is my favorite mod ever, because playing the game without it is tedious at best.
Updated to new release scheme (finally), fixed injector (hopef- I mean, it works), uploaded to Workshop. Have fun!
Quote from: Ratys on July 25, 2016, 05:30:59 AM
Updated to new release scheme (finally), fixed injector (hopef- I mean, it works), uploaded to Workshop. Have fun!
Thanks for the release!
Just wanted to mention, the Tiered version for A14, "Mad Skills - Tiered A14-1.1.5-T" seems to function the same as the Straight version, "Mad Skills A14-1.1.5." No skill decay occurs.
This was the version downloaded on Github, and the game was running with Mad Skills - Tiered A14-1.1.5-T as the only mod.
Restarting the game, and running with only Mad Skills - Tiered A14-1.1.5-T on a fresh colony, there was no skill decay between 2 characters both with a 13 in Construction and Research. This was both when they did nothing related to those skills for several days at a time, the session was left to run for a couple of seasons, and their XP was above the 1% threshold.
Restarting the game, and on another fresh colony on the default "Core," vanilla version had the skill decay function normally.
Restarting the game again, and running Mad Skills - Tiered A14-1.1.5-T on another fresh colony under similar conditions yielded the same lack of skill decay. 3 characters with a 14 in Research, 11 in Shooting and Growing, respectively.
Looking for any errors at the output_log.txt, it apparently says that a certain object can not be found?
NullReferenceException: Object reference not set to an instance of an object
at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Hey guys. so I've read through the entire board taking in everything. The latest version is 0.14.1241. this mod has 0.14.1238.
so i changed the about xml. I've tried loading each mod but to no avail.
My situation:
Not a fresh save game (due to many hours of work so far)
Not sure where on the mod list it needs to be.. I.E at the top before other mods or at the bottom.
haven't gone into console due to not running in dev mode ( I assume it's only on that)
Please help, i think this mod is the shit! and would love it to work.
Update: so i've got the debug log and it says "MapComponentInjector: initializing for RTmadSkills.Mapcomponent_RTSkillIncreaser"
it's in white so i am guessing it loaded but is not affecting the exp degrading.
I tried a new save and it works fine but i would really like it to work on this existing colony.
Quote from: solidspoon on July 25, 2016, 05:42:45 PM
Update: so i've got the debug log and it says "MapComponentInjector: initializing for RTmadSkills.Mapcomponent_RTSkillIncreaser"
it's in white so i am guessing it loaded but is not affecting the exp degrading.
I tried a new save and it works fine but i would really like it to work on this existing colony.
confirmed, does not work on old save files, you need to start a new colony.
creator, can you fix this if possible?! cuz i also dont want to start over again.
very high amount of mods need a new colony, when you are getting new mods you should expect you need to start a new colony.
Hm. This looked like yet another Visual Studio derp with git, because all versions worked just fine within a local testing environment. Anyway, recompiled with latest RimWorld, hopefully everything will work now.
Where i can find files for a13?
Quote from: Parralex on July 26, 2016, 09:49:14 AM
Where i can find files for a13?
https://github.com/Ratysz/MadSkills/releases
Quote from: Ratys on July 26, 2016, 09:31:09 AM
Hm. This looked like yet another Visual Studio derp with git, because all versions worked just fine within a local testing environment. Anyway, recompiled with latest RimWorld, hopefully everything will work now.
Thanks for patching the mod so quickly!
Playtested with the patched Mad Skills - Tiered A14-1.1.6-T, and everything works perfectly fine. Skill degradation occurs normally at or above level 10, and does not degrade at or below 1%. I've had no problems with the tiering skill degradation thus far.
Love this mod, thanks for all the effort! I just downloaded the 1.1.6 version but it does NOT work on my old savegames :-(... skills degrade just as usual. Loaded it right after CCL. Any chance there will be a fix for that? :-)
read OP instructions for adding Mad Skills to an existing world.
Unzip the contents and place them in your RimWorld/Mods folder.
Activate the mod (use only one flavor at a time!) in the mod menu in the game. Works with existing colonies!
Yet it doesn't for me. What is the extra step, I don't see it in OP instructions?
I was going to roll my eyes and copy and paste the extra OP step only to go to page 1 and realize that it REALLY is not there. I don't remember the step off by heart. I am sure someone will help you. Good luck.
Yeahhh, in hindsight, taking that step down in full confidence in my injector was a bad idea. It's back up now; sorry for the inconvenience.
Only noticed this today, not sure if its new:
NullReferenceException: Object reference not set to an instance of an object
at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0
Edit: I get it on game start, and on game exit.
Error still occurs on game startup, even before load.
In FixedUpdate, it uses Find.Map - does that require a map to be loaded first?
https://github.com/Ratysz/MadSkills/blob/master/Source/MapComponentInjector.cs
EDIT: I see someone on the steam comments says to load EdB Prepare Carefully after MadSkills to fix the error.
EDIT2: Doesn't fix it.
Quote from: biship on August 17, 2016, 09:42:11 AM
Error still occurs on game startup, even before load.
In FixedUpdate, it uses Find.Map - does that require a map to be loaded first?
https://github.com/Ratysz/MadSkills/blob/master/Source/MapComponentInjector.cs
if (Find.Map != null && Find.Map.components != null)
This means that next bit will only fire if it has something to fire on. If it executes yet still complains about things not being there it could mean that despite the
[StaticConstructorOnStartup] tag the whole injector managed to wind up on non-primary thread.
Or it can't even find the
Find, or
Time, in which case... Did you put the mod above Core in load order?
Quote from: Ratys on August 17, 2016, 09:50:33 AM
Or it can't even find the Find, or Time, in which case... Did you put the mod above Core in load order?
731111514 is in the middle of my load order, well after Core and CCL. Is there any code I could add to that routing (more Log.Message perhaps) to see where its getting to before it errors?
Quote from: biship on August 17, 2016, 01:42:59 PM
731111514 is in the middle of my load order, well after Core and CCL. Is there any code I could add to that routing (more Log.Message perhaps) to see where its getting to before it errors?
Just do the standard ghetto "log something distinct at start and end of every block", if you're willing to go as far as recompiling the source.
(Just in case, changing the *.cs files packed with the mod and starting the game will do exactly nothing; because I've seen people being this naive before.)
Recompiled against latest version, not that it was needed, but still. Have fun!
Is it possible to still get the version for A14? I'm not planing on updating to A15 yet
Quote from: motionsickness on August 30, 2016, 07:38:28 AM
Is it possible to still get the version for A14? I'm not planing on updating to A15 yet
Of course, check the releases section on mod's github. (I would paste a link but mobile is not very friendly.)
Quote from: Ratys on August 30, 2016, 08:06:42 AM
Quote from: motionsickness on August 30, 2016, 07:38:28 AM
Is it possible to still get the version for A14? I'm not planing on updating to A15 yet
Of course, check the releases section on mod's github. (I would paste a link but mobile is not very friendly.)
Took me a moment to find it. I don't get much into github.
Thanks!
thanks I've been using your mods a long time ^^
I've been using the tiered version so far, but am considering switch to maybe 50% for the next game. I'm just watching my cook lose skill points walking between the kitchen to the fridge to haul food. It's really ridiculous.
This is the very first mod i've installed and unfortunately the inject failed so I had to do the bonus steps.
Nonetheless, when I noticed the degrading skills for the first, and how my "Too Smart" genius had dropped down a skill from 20 to 19, I instantly wanted to get rid of it. Not even slowing it down, it's gone entirely. Thank you so much.
Getting this error in Output_log.txt
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
NullReferenceException: Object reference not set to an instance of an object
at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Mod file name - MadSkills-A15-1.1.7
Note - this error message is generated right after I create pawns but I don't start a game. I test that far into the game. Then I back out and check the log for errors.
I really wish I could use tiered and 50%. I don't want to unbalance the game too much, but I feel like skill degradation adds nothing but the necessity for make-work. I just feel like takin it out entirely is a little cheaty.
Quote from: mabor0shi on October 02, 2016, 06:10:57 PM
I really wish I could use tiered and 50%. I don't want to unbalance the game too much, but I feel like skill degradation adds nothing but the necessity for make-work. I just feel like takin it out entirely is a little cheaty.
Ahem, may i shamelessly advertise my mod, which actually allows you to do that (and quite a bit more)? ;)
https://ludeon.com/forums/index.php?topic=24718.0
Disclaimer: It goes without saying that the original idea of the "no skill degradation" was Ratys idea, i just implemented it into my mod (in a slightly different way) since static quality didn't really make sense without the degradation removal.
Quote from: asquirrel on October 01, 2016, 04:44:26 PM
...
Not sure if it's related to the same error I was having, but I had to load MadSkills after all my other mods to fix an error- specifically, from having True's Exoskeleton mod loading after it.
I got an error while playing.
[attachment deleted by admin due to age]
Quote from: sinclair0528 on October 31, 2016, 05:59:55 AM
I got an error while playing.
You are using too many other mods to be sure this one is causing the error. Tiny chance I'm wrong, but I think that this error is affecting an animal's ability to "wait" and this mod has
nothing to do with that.
Quote from: asquirrel on October 01, 2016, 04:44:26 PM
Getting this error in Output_log.txt
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
NullReferenceException: Object reference not set to an instance of an object
at RTMadSkills.MapComponentInjectorBehavior.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Mod file name - MadSkills-A15-1.1.7
Note - this error message is generated right after I create pawns but I don't start a game. I test that far into the game. Then I back out and check the log for errors.
I'm seeing the same error here.
This is the "normal" version and only with Core+Mad Skills. Added the log as well, but there really isn't anything more then this.
[attachment deleted by admin due to age]
Is there anyway to get this mod to work for A16 unstable beta, I hate to play rimworld without this mod.
Contains some bugs on load.. just ignore them. Its the one that disable skill deterioration completly
A16 update Dropbox (https://www.dropbox.com/s/bs10zaw5czlwrd5/MadSkills-1.1.7.rar)
Quote from: Hatti on December 16, 2016, 10:10:26 PM
Contains some bugs on load.. just ignore them. Its the one that disable skill deterioration completly
A16 update Dropbox (https://www.dropbox.com/s/bs10zaw5czlwrd5/MadSkills-1.1.7.rar)
Uhh, no? There shouldn't be errors.
Quote from: Adventurer on December 16, 2016, 10:25:00 PM
Quote from: Hatti on December 16, 2016, 10:10:26 PM
Contains some bugs on load.. just ignore them. Its the one that disable skill deterioration completly
A16 update Dropbox (https://www.dropbox.com/s/bs10zaw5czlwrd5/MadSkills-1.1.7.rar)
Uhh, no? There shouldn't be errors.
Sure there shoudn´t be any errors. But as said you can ignore them. This isn´t a official release. You´re not forced to use this :)
Quote from: Hatti on December 17, 2016, 12:57:27 AM
Quote from: Adventurer on December 16, 2016, 10:25:00 PM
Quote from: Hatti on December 16, 2016, 10:10:26 PM
Contains some bugs on load.. just ignore them. Its the one that disable skill deterioration completly
A16 update Dropbox (https://www.dropbox.com/s/bs10zaw5czlwrd5/MadSkills-1.1.7.rar)
Uhh, no? There shouldn't be errors.
Sure there shoudn´t be any errors. But as said you can ignore them. This isn´t a official release. You´re not forced to use this :)
It literally says it's not being loaded in the debug log.
And still its doing its job cause its loaded on map play. Just try it out
Quote from: Hatti on December 17, 2016, 04:07:14 AM
And still its doing its job cause its loaded on map play. Just try it out
Have you tried caravaning to a different area and seeing if it still works? Because as far as I know, the reason the code changes were made that broke this mod was specifically to prevent something like that from happening.
I know, if the pawn is in a caravan on the world map it wont work. But everything the mod did in A15 its doing it in A16, even on new maps if you settle/attack/whatever
Hello everyone. Zhentar was kind enough to code a new mod for turning off skill degredation that does not rely on map components whatsoever. He said he was busy so he asked me to post it up.
https://mega.nz/#!PpJWmQoC!F-DBIg9H2N9ir-8QBXuggIGyzDey1ly3Gr4vsI4mjAg
It is for A16, of course.
Quote from: Love on December 17, 2016, 10:08:07 PM
Hello everyone. Zhentar was kind enough to code a new mod for turning off skill degredation that does not rely on map components whatsoever. He said he was busy so he asked me to post it up.
<<link>>
It is for A16, of course.
This is... super shifty. Why wouldn't there be a thread for this?
Quote from: Delmain on December 20, 2016, 01:44:51 PM
Quote from: Love on December 17, 2016, 10:08:07 PM
Hello everyone. Zhentar was kind enough to code a new mod for turning off skill degredation that does not rely on map components whatsoever. He said he was busy so he asked me to post it up.
<<link>>
It is for A16, of course.
This is... super shifty. Why wouldn't there be a thread for this?
Recently created account, most posts being links to files. Definitely shady. I'd inspect some of them if I had an AV going - but alas.
Could just be a swell guy. Can anyone confirm his link is legit?
@tiefblau
I had a quick look through the source and couldn't find anything to make me suspicious. But as usual using anything you download from others is at your own risk.
There is no mentions of networking usage of any kind or anything to log keys that I could find. To be honest I doubt you'd get anything like that in only 10kb anyway.
Everything I've uploaded has had a source. If you compile with Xamarin the assemblies will come out the exact same size.
Recompiled for release version: https://mega.nz/#!K0xmjTab!mZeeKpW-_tj-aEu7djhefw9DNBGBrdcBesqnlOKlY3I
Edit: Link fixed.
Uh, Love, how does a 50kb mod suddenly become a 55 .5 meg file called "P-Music.zip"?
You may be trying to help, but I can't trust your downloads.
Quote from: kaorimoch on December 21, 2016, 02:02:26 AM
Uh, Love, how does a 50kb mod suddenly become a 55 .5 meg file called "P-Music.zip"?
You may be trying to help, but I can't trust your downloads.
Don't jump to conclusions. Mega.co.nz's copy button that's supposed to copy the link to the clipboard didn't work for some reason. This is why I should always copy/paste manually.
Please don't imply I'm trying to put a virus on your computer, that's very fucking insulting considering all the work I've been doing. The source is always included.
https://mega.nz/#!K0xmjTab!mZeeKpW-_tj-aEu7djhefw9DNBGBrdcBesqnlOKlY3I
Make another thread. I'm pretty sure what you're doing is actually against the forums rules. Also, I'm sure you can see how people might become suspicious. Zhentar asks somebody with only a few posts to post HIS mod on another mods thread. If you can make a thread, and get Zhentar to say it's legit, the trust issues will go away.
It's legit. He was asking about it in discord so I threw it together in 5 minutes; didn't have the time or care enough to post it officially.
Thanks for verifying. My apologies, Love.
Mad Skills doesn't seem to work at all in A16, unfortunately. I'm using the straight version, and it has no effect on skill degradation whatsoever.
I downloaded it and it's only 67kb, it's just MEGA being silly. Thanks, Love, for all of your hard work. It's hard ass work modding and keeping things up to date, at least in the eyes of a beginner to coding like me, and I greatly appreciate it. any hope that someone'll update the stun gun and defensive shield mod? hur hur.
My apologies too Love, thanks for your work.
Quote from: etoire on December 22, 2016, 06:13:52 AM
I downloaded it and it's only 67kb, it's just MEGA being silly. Thanks, Love, for all of your hard work. It's hard ass work modding and keeping things up to date, at least in the eyes of a beginner to coding like me, and I greatly appreciate it. any hope that someone'll update the stun gun and defensive shield mod? hur hur.
Honestly I'm a beginner coder too and I've been learning a lot from fixing up mods. I deal with one error at a time and make a lot of use of Zhentar's compilation of ILSpy for Mono to look at what's changed between builds.
Thanks a lot Love!
... Wow. I knew lack of emails was suspicious, but I had no idea it was that bad. Sorry for dropping off the grid, everyone.
Updated to A16, now uses a direct detour instead of a hacky MapComponent.
Jesus thank you for updating I was worried that I was going to playthrough on A16 without one of my favorite mods functioning on it. Appreciated, you have no idea how much individuals depend on your mod.
Thanks for the update. I think there might be a bug. I'm using the A16 - Tiered version.
The pawns all have massive values in their 'Max learned today' limit and even if they don't use a skill for days the value never resets. On the one hand they're not degrading but they're only getting 20% of the experience they should so they're not leveling their skills very quickly.
[attachment deleted by admin due to age]
Quote from: malloc on December 24, 2016, 07:55:25 AM
Thanks for the update. I think there might be a bug. I'm using the A16 - Tiered version.
The pawns all have massive values in their 'Max learned today' limit and even if they don't use a skill for days the value never resets. On the one hand they're not degrading but they're only getting 20% of the experience they should so they're not leveling their skills very quickly.
Yes, there was a bug with tiered and halved versions, basically Visual Studio (the IDE I use for writing these mods) screwed up again with it's version control. Pushed out an emergency update, should be all good now. Sorry!
Unrelated, checked out the version provided by Love and Zhentar; a shining example of convergent evolution if anything, heh.
I'm still using A15 - tiered and noticed a while ago that it doesn't work properly, my colonists keep losing levels. I thought it's prolly because I never filled the lvl 20 bar, but my constructor is already down at lvl 18. So, gonna use the straight flavour and see if it helps.
*Just wanted to post it here, knowing that it's outdated.
Ah! I needed this mod!
Can I combined 2 versions of your mod? I'd like to have tiered decay plus 50% less decay on at the same time. I must admit that I'm pretty much an amateur when it comes to coding- I'm clueless if this is possible. If it's not, is there anything an amateur like me can do to enable this?
Quote from: That_Axe on March 10, 2017, 06:04:08 AM
Ah! I needed this mod!
Can I combined 2 versions of your mod? I'd like to have tiered decay plus 50% less decay on at the same time. I must admit that I'm pretty much an amateur when it comes to coding- I'm clueless if this is possible. If it's not, is there anything an amateur like me can do to enable this?
Depends on how much you're willing to learn. You need to be able to read code, modify code, and compile your own assembly; fortunately, actual code changes you'd have to make are very simple.
Quote from: Ratys on March 10, 2017, 06:16:08 AM
Quote from: That_Axe on March 10, 2017, 06:04:08 AM
Ah! I needed this mod!
Can I combined 2 versions of your mod? I'd like to have tiered decay plus 50% less decay on at the same time. I must admit that I'm pretty much an amateur when it comes to coding- I'm clueless if this is possible. If it's not, is there anything an amateur like me can do to enable this?
Depends on how much you're willing to learn. You need to be able to read code, modify code, and compile your own assembly; fortunately, actual code changes you'd have to make are very simple.
Welp, I guess that's beyond me. I thought I could just edit some lines on a notepad or something.
You should get this into steam, by the way. I'm sure a lot of people would really be happy with this mod (=
Quote from: That_Axe on March 10, 2017, 06:19:22 AM
-snip-
You should get this into steam, by the way. I'm sure a lot of people would really be happy with this mod (=
It is available on Steam Workshop, all three flavors.
Is this still working? Or is just me who doesn't work? Skills keep degrading.
It tells me, this mod was not made for this version of Rimworld. It seems I have Rimworld version 0.16.1393, as I can see in a notepad
Quote from: Miguelh1020 on April 09, 2017, 09:10:14 AM
Is this still working? Or is just me who doesn't work? Skills keep degrading.
It tells me, this mod was not made for this version of Rimworld. It seems I have Rimworld version 0.16.1393, as I can see in a notepad
Which version of the mod did you download?
(http://www.magic4walls.com/wp-content/uploads/2015/12/funny-dragon-laying-with-cats-fantasy-art.jpg) | Have you tried unplugging it, and then plugging it back in? |
Dr_Zhivago, I got the one I think is the latest version MadSkills-A16-1.2.1.zip
AngleWyrm, yes. Yes I did-.
EDIT: It's working just fine. It was me. I was the problem all along
The mod still seems to work in A17, nice.
I'm curious if anyone could try implementing what Mad Skills does with the new Patch method.
Quote from: Love on May 24, 2017, 04:34:32 PM
I'm curious if anyone could try implementing what Mad Skills does with the new Patch method.
Not possible, I'm 95% sure. Mad Skills has to make changes to code because the bit that needs to be modified doesn't have any presence in the defs - which is what the new patching can change (cleaner than before, I mean).
...Anyway:
25.05.17 CHANGELOG:
- Recompiled for A17.
- Replaced hacky detour with Harmony.
- Re-rolled flavors as options in freshly implemented settings menu.
- Added a preview image, by Shinzy.
27.05.17 CHANGELOG:
- Changed decay multiplier to a percentage.
(https://s6.postimg.org/sz5m2ndxt/Untitled.png) | Rimworld's generic skill decay system relies on time to rot skills that are over level-10, a sort of progress bar and placeholder for development of more detailed content.
Suggestion: Better forgetfulness Once a pawn reaches level-10 in a skill, further development draws XP from their own least-used skill. This makes it so the skill being practiced gets the most development, and the skills that aren't being used give up their brain space.
It supports the concepts of pawn specialization rather than the illogical concoction of level-20 everything, and makes upper-tier XP changes into transfers of focus of the pawn's behavior rather than arbitrary time. The player then has some ability to shift colonist development around to make them a better match to need.
|
Quote from: AngleWyrm on June 04, 2017, 08:09:58 PM
(https://s6.postimg.org/sz5m2ndxt/Untitled.png) | Rimworld's generic skill decay system relies on time to rot skills that are over level-10, a sort of progress bar and placeholder for development of more detailed content.
Suggestion: Better forgetfulness Once a pawn reaches level-10 in a skill, further development draws XP from their own least-used skill. This makes it so the skill being practiced gets the most development, and the skills that aren't being used give up their brain space.
It supports the concepts of pawn specialization rather than the illogical concoction of level-20 everything, and makes upper-tier XP changes into transfers of focus of the pawn's behavior rather than arbitrary time. The player then has some ability to shift colonist development around to make them a better match to need.
|
The idea isn't half bad, the problem is just that RW doesn't keep track in the code when a skill was last used. That bit would need to be added, making it a rather complex endeavour. In "static quality plus" i just worked around the "all 20" problem by giving you the choice to limit passions to a maximum of 4. Of course that still means you could potentially get all 20 .. but seriously who wastes that much time on a pawn? =p
The data storage would be a sorted container of skills, something like a priority queue. Here's an article on implementing a priority queue in C# (https://visualstudiomagazine.com/Articles/2012/11/01/Priority-Queues-with-C.aspx)
Abstract Data Type
A good API would supply a function that takes as parameters a pawn skill that was just used, and the amount of experience points that use gave to that skill. A return value that could be useful in the design would be a reference to the oldest skill used in the container.
pseudo-code for the function interface could look something like so:
oldestSkill = pawn.skillset.update( skill, xp )
Also, the numerical property for a boolean function isOlder(skill, skill) in the ranking is only the ability to determine a < b
Implementing that isn't hard in any way, I've done much more complex things in my other mods. It's simply not in the scope of Mad Skills - even that not-yet-released feature knocking about my github is quite beyond that.
But, as long as we're talking about what kind of skill leveling/de-leveling system would make sense for RimWorld... I'm veering towards how Dwarf Fortress does it: skills are increased by using them and never decrease, but they go "rusty" over time without active use, placing a temporary reduction on them (I can't recall the maximum magnitude of it, could be as far as 100%). This rustiness starts going away as soon as the skill is used again, at a rate far greater than when it was learned in the first place. Such a system allows continuous progression while still penalizing inefficient specialization.
If you had pull request enabled, I'd push a german translation :/
Here you go:
(Attachment)
[attachment deleted by admin: too old]
Sup.
Can you please update mod for A18 unstable or it's enough to chanhe version in about?
Didn't even know there is a skill degradation :D
Still getting this one, thanks :D
Quote from: MusicManiac on November 08, 2017, 11:26:54 AM
Didn't even know there is a skill degradation :D
If skill higher than 10 and not used time to time than it slowly degrades. Realistic, of course, but hell, I don't have a lot of colonists, can they be at least skilled?
I pretty much hate skill degradation, that's why I'm waiting this mod to be updated before starting with B18 :(
Hope this one gets updated ! :)
Updated, also included a couple new features (that spent like half a year kicking about my github, just because I didn't want to break yall's configs), check main post for details.
Could I suggest another functionality? Setting a global modifier for how quickly xp is gained. I'd like to have starting skills of a pawn matter more even later in the game, both by making leveling harder and degradation slower/nonexistent.
Edit: I realized I might be able to do this myself in XML by applying a learning modifier to all pawns, but I don't know how that would interact with passions? Would a 33% mean BP learns at 117% rate and no passion not at all?
Quote- Ability to modifying Learn Rate.
ED-EnhancedOptions:
https://ludeon.com/forums/index.php?topic=37158.msg380123#msg380123
Wow, thanks!
QuoteCould I suggest another functionality? Setting a global modifier for how quickly xp is gained.
Change daily XP limit to 1, so literally as soon as they start getting xp they're over the limit
Then change the overlimit multiplier whatever you want to learning rate to be, >100 for more XP gained, less than <100 for less XP gained.
Any chances for 1.0 version?
Quote from: pablo603 on July 29, 2018, 07:39:52 AM
Any chances for 1.0 version?
Of course, once 1.0 is actually released (no, I don't know when that is). For what it's worth, I've had reports that current version works just fine on 1.0 preview.
Quote from: Ratys on July 29, 2018, 03:49:36 PM
Quote from: pablo603 on July 29, 2018, 07:39:52 AM
Any chances for 1.0 version?
Of course, once 1.0 is actually released (no, I don't know when that is). For what it's worth, I've had reports that current version works just fine on 1.0 preview.
Ah alright. Thanks for answering!
Thank you for this... Skill decay makes sense to an extent... but it was way to fast. I shouldn't go down a level in a single day of non-use, and it makes it literally impossible to have melee or marksman skills above 10 due to how often they are used outside of fights.
Can you release a Unstable version? B18 version works with unstable but I can't change the "Daily XP Limit" and "Over-limit multiplier" when I change those values and close the window I get an error so every time I reload a game I have to change those.
This is the error I get:
QuoteException while saving RTMadSkills.ModSettings: System.MissingMethodException: Method not found: 'Verse.Log.Message'.
at Verse.Scribe_Deep.Look[ModSettings] (Verse.ModSettings& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x0019f] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Scribe_Deep:Look(ModSettings&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:72)
Verse.Scribe_Deep:Look(ModSettings&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.LoadedModManager:WriteModSettings(String, String, ModSettings) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:337)
Verse.ModSettings:Write() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModSettings.cs:22)
Verse.Mod:WriteSettings() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\Mod.cs:53)
RimWorld.Dialog_VanillaModSettings:PreClose()
Verse.WindowStack:TryRemove(Window, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:448)
Verse.Window:Close(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:250)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:228)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
Is there any option that lets you modify the "skill decay" directly in "Mods \ Core \ Defs \"?
Just signed up to say thanks. I really needed this.
I'm sure skill decay makes a lot of sense for people running huge colonies of specialists with super efficient setups, but as a solo survivor it completely dis-incentivizes playing the game once most of your important skills hit level 10, and just adds an extra layer of micro to an already overly hectic game.
I mean, yeah, there's something ridiculously amazing about setting up an enormous stockpile of food and crafting materials so you can grind crafting exp for a year just to make that one super expensive Thrumbofur hat, and then have all of that exp evaporate over a span of a week... but the novelty wears off quick.
B19 update?
When you update to B19, could you add a checkbox option to prevent the trait 'Great memory: Slower skill decay.' from generating on pawns?
Updated to B19, you can stop asking now.
Quote from: Tsunamy on August 28, 2018, 11:14:13 PM
When you update to B19, could you add a checkbox option to prevent the trait 'Great memory: Slower skill decay.' from generating on pawns?
Well, huh. Not right now, obviously - but apparently I did make it halve the mod-altered decay properly, back when B19 wasn't supposed to happen. I doubt I'll get around to it, but I will make a note.
The mod's broken, last update killed it :(
It only displays the shooting tab in the bio
qwertyasdf,
the last update is only for mod-tester.
Just use the regular B19 version, and not the unstable.
this was the first mod i ever added, cheers. Shame that theres a trait that deals with skill decay, i really wish tynan hadnt added that when this is much better.
Quote from: Ruisuki on October 14, 2018, 07:10:11 AM
this was the first mod i ever added, cheers. Shame that theres a trait that deals with skill decay, i really wish tynan hadnt added that when this is much better.
Next version (which should coincide with next RimWorld release; soon) will let you change what that "great memory" trait does. If enabled, it'll act as lite version of "fast learner" instead: +25% global learning speed.
Quote from: Ratys on October 14, 2018, 08:48:47 AM
Quote from: Ruisuki on October 14, 2018, 07:10:11 AM
this was the first mod i ever added, cheers. Shame that theres a trait that deals with skill decay, i really wish tynan hadnt added that when this is much better.
Next version (which should coincide with next RimWorld release; soon) will let you change what that "great memory" trait does. If enabled, it'll act as lite version of "fast learner" instead: +25% global learning speed.
SOGOOD! On the bright side its good tynan released b19 since it shouldnt be as much as a jump from 18 to 19 for modders.
And, there we go. Updated to 1.0, rearranged settings, touched up description, added an option to make "great memory" not useless, made compatible with Fluffy's Mod Manager. Enjoy!
This is the first mod I look for everytime there is a new Rimworld version, thanks for updating it.
Quote from: Ratys on October 17, 2018, 03:11:37 PM
And, there we go. Updated to 1.0, rearranged settings, touched up description, added an option to make "great memory" not useless, made compatible with Fluffy's Mod Manager. Enjoy!
WHAT! Come on your making the rest of us look bad. Amazing! lol Thanks.
is it compatible with b19 or do I need to abandon my save?
Quote from: Ruisuki on October 17, 2018, 08:16:29 PM
is it compatible with b19 or do I need to abandon my save?
There are old versions linked in the main post. If you explicitly mean the new release - I don't see why not, actually. Back up your save and give it a try.
Not sure what i am doing wrong, i double checked my settings and re-DL the mod. And my skills still decay :(
nvm! after some more testing, it was a conflicting mod.
[attachment deleted due to age]
Anyway we can get this for 1.1?
(https://fstatic1.mtb-news.de/img/photos/8/7/8/3/8/_/large/thread_necromancer.png?0)
Quote from: justken on February 19, 2020, 09:13:21 PM
Anyway we can get this for 1.1?
Yes, you just need to have 9 patience. Maybe 8 patience after RimWorld 1.1 leaves beta.
Quote from: JesusKreist on February 20, 2020, 02:36:50 AM
-snip-
Would you kindly fuck off.
What do you know, the day I never expected has come - a post-1.0 RimWorld update! Thus, the mod is updated as well.
The download works for both 1.0 and 1.1.
Oh, and I fixed this bug (https://github.com/Ratysz/MadSkills/issues/18) (for both versions).
Quote from: Ratys on February 20, 2020, 04:19:10 AM
Would you kindly fuck off.
For posting a "Do not necro very old threads!" meme?
You can twist and turn as you like but 15 month since the last reply IS very old for a thread.
Not all necros are bad necros though, the necro was a totally reasonable question (even though I'm sure Ratys has received tons of people asking for a 1.1 version). Thanks for the mod update Ratys!
Chill folks, we're all pals here.
Updated for RimWorld 1.2, my darling forumgoers. Who's a darling forumgoer? You're a darling forumgoer!
(But, yeah, no new stuff, it's just not yellow in your list anymore.)
Now compatible with RimWorld 1.3, DLCs or no. I also fixed the over-limit XP and multiplier tooltip (backported to 1.2 too).
It's 1.4 time, and that time is now. If for some bizarre reason you've been waiting on this, you ain't gotta wait no more.
Psst. Слава Україні!
Yadda yadda, 1.5, blah blah. You know the drill.