RimWorld

RimWorld

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Alpha Skills
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Mod, 1.5
File Size
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157.704 KB
21 Mar @ 7:14am
13 Apr @ 11:24pm
7 Change Notes ( view )

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Alpha Skills

Description
[www.patreon.com]

Features

Alpha Skills adds:

- 13 new passions. Most of them use a new custom system that swaps the passion between an active and inactive state upon certain conditions
- 15 new expertises for pawn skills

New Passions














New Expertises
















Issues

If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW. PLEASE STOP ASKING ME TO DO THIS ON PURPOSE, WEIRDOS

Future plans

More things

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.

Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No, just Vanilla Skills Expanded

Q: Does this work with Combat Extended?
A: Compatibility with CE is handled on their end

Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: A haiku for you:
Thing craves more things still,
Endless wants beyond my grasp,
Control drifts away.

Q: Cool !! It's probably a good idea to add this to the FAQ
A: SanguinarcAQL

Changelog

v1.0: Release (21/03/25)
Full changelog on GitHub

Credits

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Popular Discussions View All (1)
30
26 May @ 3:24pm
PINNED: Bug Reports
Sarg Bjornson
129 Comments
NTNT 13 Jun @ 12:12am 
Huh... I didn't even know Crafting Yield was a stat that existed.
Adam Smasher™ 8 Jun @ 2:44am 
PRobably not compatible with mad skillz right? :D
Sarg Bjornson  [author] 6 Jun @ 5:39am 
No idea, you should ask whoever is managing Cherry Picker now
Wemijei 6 Jun @ 5:22am 
is there a reason why some of the passions don't show up on cherry picker? same story for expertises. I do want to filter them but I can't. they are too stacked with VE Skills and some of them don't work with my mods anyway
Kaden Ha 21 May @ 2:51am 
Weapon/Apparel Dealing expertise (modifies weapon/apparel selling price)

Trapper expertise (modifies damage for traps built)

Sanity expertise (Vanilla Insanity Expanded)
Sarg Bjornson  [author] 13 May @ 9:32am 
Every weapon
Lattekahvi 13 May @ 9:20am 
how does the firestarter exactly work, does it work with every weapon or do you need incendiary weapon for it to work?
Deankiller Turnupseed 12 May @ 1:19pm 
can you make those extremely rare? or include options to make them appear less often
Dervalanana 9 May @ 1:08pm 
2/2
Additionally, as a separate balance question. I'm not sure how often you expect a pawn to naturally generate with more than one synergistic/critical/obsessive passion. Currently they seem to be multiplicative with each other. so a synergistic and an obsessive passion result in 1.1*.9 = .99 final modifier for other skills. or critical + synergistic give 0.275 for skills other than the critical or synergistic. Would it be possible to have an option to have these combinations for "other skills effects" calculated additively, before being applied multiplicatively against the rest of the modifiers?
Dervalanana 9 May @ 1:08pm 
Regarding the "synergistic" passion. Initially it looked like multiple synergistic passions from two+ skills can impact a third skill skill (expected), but only if that third skill has no passion itself (unexpected), even other synergistic passions.

After diving in a bit, it looks like the "impacting other skills" behavior you implemented is tied to the same "Critical affects passions" toggle from VSE. I'm guessing the same also goes for "obsessive" passions

Is there any plan to later separate the configuration, such that "synergistic", "dedicated", and "critical" can individually be toggled to affect other skills with a passion? 1/2