RimWorld

RimWorld

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Ducks' Insane Skills
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Mod, 1.2, 1.3
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795.849 KB
7. apr. 2021 kl. 23:56
22. juli 2021 kl. 12:31
10 ændringsbemærkninger ( vis )

Abonner for at downloade
Ducks' Insane Skills

Beskrivelse
This mod is not being supported anymore

You can check out Endless Growth for later Rimworld versions here:
https://steamproxy.net/sharedfiles/filedetails/?id=2894401734


Have you ever thought that the standard 20 level cap limit on skills was too limiting? Have you ever wanted to make your pawns go insane with power? Well no worries! This is the mod for you!

Overview

- Removes the level cap of 20, allowing your pawns to level up to theoretically infinite levels.
- Removes skill loss, but will be reworked soon to be better.
- Reworks daily skill cap, no longer sets you in a mentality of "hunt until 4000 xp".
- Reworks quality distribution, making it overall more sane.
- Inspirations are more reasonable, no longer directly increase quality by 2.\

FAQ

Q: Can I load this mod in an already existing save?
A: Yes. You should be safe running this mod in an existing play through.

Q: Can I safely remove this mod from an existing save?
A: Somewhat. If you remove this mod and you have a pawn with a skill higher than 20, the game will force the pawn's skill to be 20. Meaning you will lose progress on skills higher than 20, even if you re-add this mod at a later date.

Q: Is this mod compatible with [x]?
A: Most mods should work fine with this mod. I don't know many mods that directly change how the game handles skill levels. With that said, I highly recommend you disable any mods like Mad Skills. Please refer to the discussion thread of a full list of incompatibilities.

Q: Does this break the game's balance?
A: Yes

Q: Do I care that it breaks the game's balance?
A: No

Level cap removed

This mod will remove the standard 20 level limit on skills, allowing you to *infinitely* level up your pawns. This means if you level up your constructor past 20, it will continue to construct faster, while also constructing higher grade furniture more often! Crafting can continue to level past 20, where at 30 it can consistently start spewing out masterwork quality stuff!

However, XP scales with leveling. It is measurably harder to level up as you go, and without mods that assist in learning you'll be struggling to get anyone reasonably past level 30.

A bit of a side note, currently some things like shooting does not actually get any better past 20. I'll come up with a solution for this later, but for now, just blame Tynan.

Memory Loss

Currently, skill loss is altogether disabled. Note that having mods such as Mad Skills will actually cause you to passively gain skill due to the way that it handles skill loss. It's not recommended to run Mad Skills along with this mod regardless.

There are plans for a new memory loss system.

Daily Skill Cap

Before, the daily skill cap was a flat "if you go over 4000 xp earned in a day, you get a x20% learning debuff to the skill."- This is no longer the case. The skill cap is now 2000 xp, at which point it drops from a 100% debuff gradually. When you reach double the skill cap- or in this case, 4000 xp, your learning will be dropped to 50%, when you reach 8000 xp, it will be 25%, etc. etc.

The kicker is that passions now directly increase the skill cap for the skill. If your pawn has a burning passion in a skill, then the skill cap is now 3000 xp. If your pawn has no interest in a skill, it will be 1000 xp. This makes passions overall much more important, while also not punishing pawns for simply dabbling in skills. No longer will you seek to just send out your uninterested pawn to do hunting for 4000 xp a day, they will simply just not learn it as quickly.

Quality Distribution

The quality distribution has been reworked to actually make sense with higher skill levels. I'll save you the trouble of looking at Tynan's code (if you wish to torture yourself with such, read the "NERD STUFF" section), but basically in vanilla, it followed a slightly linear graph, and would apply a gaussian distribution offset to the quality, making it heavily random. This is no longer the case (somewhat).

Quality distribution has now been replaced with a sensible equation, which follows a curved like pattern, making it so as you level up it has heavily more diminishing returns. The gaussian distribution has been heavily lowered, making it much less important (but it is still there!)

For reference, here's about what you *should* be expecting. These numbers ignore the gaussian distribution- it's simply a bit too complex to write in sensible words here.

Level 0: mostly awful, some poor
Level 2: mostly poor
Level 5: mostly normal
Level 10: mostly good
Level 20: mostly excellent
Level 35: mostly masterwork
Level 90: mostly legendary

Again, reinstating that because of the gaussian offsets these are incredibly skewed. Just act as if you're playing XCOM pretty much!

There's already too many words here- but inspirations no longer just increase the quality level by 2. They now make it so it acts as if your pawn's skill is doubled and an extra 10 skill is thrown in just for that craft. It just makes more sense!

NERD STUFF

I'll write something more coherent for this sooner or later, as I'm still fiddling around with the numbers. But for all my nerds out there, here is how everything is calculated:

+ XP to level up +

(currentlevel + 1) / 10 * ((currentlevel + 1) / 10 + 1) * 5 * 1000

Side note: This is a triangular number sequence. I recommend reading about it- pretty interesting!

+ Daily Skill Cap +

passion_mod is 0.5 for uninterested, 1 for interested, 1.5 for burning passion.
saturation_mod = Math.Min((1 / (xpSinceMidnight / passion_mod)) * 2000, 1)

+ Quality Distribution +

modifier is the skill level of the pawn.
However, if the pawn is inspired, it will change the modifier to be: (skillLevel * 2) + 10

bySkill = -(1 / (0.009 * modifier + 0.155)) + 7

After you get the base skill, we should apply a gaussian distribution so that pawns can still roll things somewhat outside of their skill level, but it's highly unlikely that they do. We make it lean towards getting a higher roll because it's more exciting to roll above your skill level.
rngRoll = Math.Max( GaussianAsymmetric(bySkill, 0.3f, 0.5f), 0)

After this, we need to do somehow round this float. Instead of just going to the lower integer or higher integer, we will randomly select it based upon the decimals. 3.3 means that it's a 70% chance to be a quality of 3, and a 30% chance to be a quality of 4.
(code that does exactly what is explained above. The source code of this mod is free- check it out if you want more info.)

Finally, clamp it somewhere between 0-6, because there's no quality levels above Legendary, and none below Awful.
Populære diskussioner Vis alle (2)
20
1
13. mar. kl. 18:26
Duck's Insane Skills [1.4 pre-release]
Leonardo
22
1
14. nov. 2022 kl. 20:12
FASTGJORT: Known Incompatibilities
Halo Wars: DE
522 kommentarer
Amigo 29. sep. kl. 4:08 
1.5 please
SauceMaster 25. sep. kl. 18:13 
youre cooked! bro still hasnt taken it to 1.4
SCRUBLORD PICKLE 25. juli kl. 16:44 
Sad to see this discontinued; Thanks for the Great Mod. Hope to see more from you in the future!
Jochem285 21. juli kl. 23:47 
Never. Use Unlimited Growth mod instead.
the_Goul_seven 19. juli kl. 11:32 
when is it going to be updated?
Dyla 3. juli kl. 6:45 
Damn we lost another one to money making schemes. o7
Eppi 1. juli kl. 12:43 
o7
Dunkelheim 3. maj kl. 22:24 
Lol, after reading that review it seems like you may not come back for awhile. Either way, thanks for all your work thus far. o7
Liberty Enjoyer ♿ 23. apr. kl. 9:20 
does it work with 1.5?