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Author Topic: [A16] Mad Skills A16-1.2.1 - skill degradation begone! (25.12.16)  (Read 112153 times)

Ratys

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Mad Skills

Description
A barely visible little something (so tiny!) that turns off natural skill degradation. Comes in three flavors:
  • Straight: turns that thing off, no experience is lost over time.
  • Tiered: experience will be lost, but only to 1% of what's required to next level, meaning that once a level is attained skill won't degrade below it.
  • 50%: vanilla behavior, but cut in half.

Download

How to install
  • 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.
  • Compatible with existing saves; you should restart the game after enabling.
« Last Edit: December 24, 2016, 11:23:45 PM by Ratys »
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herrcaptain

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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!
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FridayBiology

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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
« Last Edit: October 31, 2015, 09:41:34 PM by FridayBiology »
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Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

herrcaptain

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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.
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Ratys

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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.

DDRMANIAC007

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I remember making a request thread about this a while ago. Awesome to see it became a real thing!
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TimTumm

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Thank you.  the fact that it did not yet exist had made think it was impossible (hardcoded).  Well done.
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Ratys

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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

daveboy2000

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The mod doesn't seem to work for me, skill still degrades.
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Ratys

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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?

daveboy2000

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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.
« Last Edit: March 05, 2015, 05:24:42 PM by daveboy2000 »
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Mathenaut

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Never thought that this added much for my experience anyways.

Thanks for this mod.
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Ratys

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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.

daveboy2000

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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!
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Ykara

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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!
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