11/19/2023 0 Comments Rimworld mod limitThis means that the likelihood to inherit genes is not only based on the cost of the gene but the order in which the genes are present on the pawn. If a pawn is created with a maximum metabolic rating of 3 and the first gene it inherits is a 3 metabolism gene then it won't be able to inherit any more genes with a metabolism cost unless it first inherits one with a negative metabolism cost. Worse still, this mechanic is calculated one gene at a time. A pawn with maximum metabolism of 1 will not be able to inherit any genes that would push their total metabolism outside of the range. In vanilla, when a pawn is impregnated by a partner of a different xenotype, their offspring is assigned a maximum metabolism value based on the following logic: 70% chance for 1, 20% chance for 2, 10% chance for 3. I haven't done enough in depth testing to my liking (especially since it's my first mod using Harmony Transpilers), but I feel like releasing this will most likely help me iron out the details, so feel free to complain if something breaks.Gene inheritance between pawns of different xenotypes for genes which have a metabolism cost is inconsistent. I changed it so that it only does it on a value of 6, and clamping to 6, meaning you an get Legendaries without inspiration and masterwork are a bit more frequent.Īll of this means level 20 is mostly excellent, 30 is mostly masterwork and 50 is mostly legendary. In vanilla, when you roll a 5 (max level of masterwork without inspiration), you still can get rolled down since it will do another GaussianRandom on it half of the time (Rand.Value < 0.5) which will again get Clamped to 5 afterwards. The curve on Quality is mostly vanilla before level 20, and then it goes: The curves were all custom mades using my own little hands, so if you feel like it's a bit too OP, feel free to comment about it, I'm all about feedback. If you have any ideas, hit me with a comment, it'll certainly help if people spot where the scaling breaks or isn't enough to be useful.įor the sake of simplicity, I removed the hard limit on Quality, which means you can now get Legendary items, and Masterwork items should be more frequent (as I've made Legendary be the one to follow the old Masterwork rules in place). I do intend to make it better to scale your characters above certain skill levels. If a bill is set to max level, it will be scaled up everytime the max is raised to make sure you don't have to micromanage themįor now, this mod is very limited, I mostly ended up correcting bugs I found while testing and doing what I saw as important, but the future is bright. Level 100 requires 650K XP to reach from level 99 so it should be fine to assume no one will ever reach it.īills' max level is set to 100 by default, unless you have a pawn that has a skill level above level 80, in which case it is set to that level + 20. If you need to change how levels are learned, you can use Mad Skills as the Endless Growth mod will not reimplement what that mod is doing.Īlthough there is no theoretical limit, my lazyness made me make everything scale up to 100. You can use the Un-Limited mod by Alexis Grimm to make everything work betterįor now, the trading is a bit broken, you can use the The Price is Right mod by Uuugggg to unlimit the trading price Of course, I've been heavily inspired of Ducks' Insane Skills while creating this, and the lack of a 1.4 update pushed me to learn Transpiling and do my own little version of it, so feel free to check out his mod as well (which does kinda the same so clearly not compatible)īy default, most stats are going to be made useless by caps. It requires Harmony to do all of its things, but who doesn't have it nowadays. This mod removes the skill cap of 20, making it possible to scale way higher.
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