[1.4] Mad Skills 1.4-2.6.0 - skill degradation begone! (2022-10-21)

Started by Ratys, March 03, 2015, 05:38:50 PM

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MikeSF

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.

pablo603


Ratys

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.

pablo603

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!

Zebrin

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.
**Silence is the only answer to the mundane**

xion1088

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)

jc_smo

Is there any option that lets you modify the "skill decay" directly in "Mods \ Core \ Defs \"?

Iodine

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.


Tsunamy

When you update to B19, could you add a checkbox option to prevent the trait 'Great memory: Slower skill decay.' from generating on pawns?

Ratys

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.

qwertyasdf

The mod's broken, last update killed it :(

It only displays the shooting tab in the bio

Canute

qwertyasdf,
the last update is only for mod-tester.
Just use the regular B19 version, and not the unstable.