Display EFFECTIVE skill level

Started by b0rsuk, July 18, 2017, 07:31:49 AM

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b0rsuk

On colonist detail page, please display both nominal skill and effective skill. I understand for some skills the calculation is more involved or slightly more ambiguous. But there's no reason I should have to do these in my head or test in dev mode!! I want to know who's better crafter - my skill 5 youngster, or crippled skill 15 geezer.

If you're feeling pedantic, you could display more than one number, like "crafting quality", "crafting speed".

And I mean these should go on the skill page, the one with passion flames.

mcgnarman

I like this, but the numbers mod does this for me.

Shurp

I agree.  It would be even easy to implement.  Show the skill level, and the current effective skill (multiplied by all the modifiers) next to it in parenthesis.

Kinda like age, only reversed.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Draconicrose

I also use Numbers to give me this information. I do agree that it should be more visible in-game. In the meanwhile, the i icon on each pawn should give you plenty of info, even if it is a pain to see.
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Aerial

+1 to this.  And for letting me know there's a mod out there for it already.  I hadn't heard of Numbers so I'll have to check it out.

Ice_Pic

you can already get those numbers in the info tab of each colonists.

Also, it would be pretty messed up for certain skills if it was implemented: like for medecine which has 3 different numbers ! (treatment quality, surgery success chance, and healing speed). i don't know if its the skill with the most numbers but if its not, it would be pretty huge on the screen. maybe its better but the info tab is fine already so i don't know if its worth the time to implement.

b0rsuk

Quote from: Ice_Pic on July 21, 2017, 12:55:57 PM
you can already get those numbers in the info tab of each colonists.

I'm asking for a solution that makes me spend a second per several colonists, not several seconds per colonist.

Bakar

Never interrupt your enemy when he is making a mistake.