Completing a research project requiring over 1000 research points in a tech tier with a research speed penalty in less than a day(with one researcher) seems fair.
I'm using brain in a jar and a fully bionic colonist. 1000 research point is less than a second for me. And I'm not even using this mod yet. What did I do...
I also ran another mod alongside something with advanced traits and obv ideology and... My builder had a perfectionist traid (from another mod, basically makes him work slower but everything is +1 quality) Also gave him the profession for another +1 quality so basically he started building masterwork stuff everywhere. Was a good export buisness too. Exporting masterwork wooden chairs is pretty damn profitable. Especially with minify everything with which you actually can pull all that off
Also. Side note. The github version has (or had if it's been fixed) a strange bug where if your social skill is too high, then all of your buying and selling prices will always be 0.50$
I don't think that this mod is causing it, I've had a playthrough without this mod with the same effect (psychic reader + around 12000% psychic sensitivity), i belive that it's one of the mods that change trading menu a bit (don't know wich one though) or this bug just exists normally in game because the trading system isn't meant to work with such high values of trade price improvement
It's broken until you realize that you need to play a lot to get that Sweet level 30 bcs you can't find anything above in raids or Caravans(Maybe with Biotech you can)
that was so cursed a construction of 51 that means you can build all the spaceship parts in less than 10 seconds or instantly build autoturrets while in combat
My crafter is level 39 I just putted him only in my craft room and gived to him food and he worked there 2 years in game from level 1 hes a beast Im getting a lot of legendaries and my colony is rich it has 3 million rich points
I've been using this mod in my attempts at Ambiguous Amphibian's 1 million in 100 days challenge. Higher skills are actually really reachable, especially if you buy neuro trainers
I need help with this mod, for some reason my colonists can't craft anything it just gives me an error I've tried using this mod alone but still doesn't work.
I really don't like skill loss, but I agree none is too strong, a good compromise imo is that skill loss exists, but you can't lose a level (it just removes your progress to the next skill). There's a mod that I use that allows you to set it up like that's called mad skills
The shooting skill doesn't get better past 20 because everything below 20 is actually a penalty to accuracy, once you reach 20 that modifier is 0.
Imho, past level 20 should decrease the penalties terrain imposes on shooting.
@@skyeshoe.223 ooh, that's a good idea. Level 100 you're basically bending bullets 90 degrees around corners to shoot raiders.
@@justinmcgough3958 level 90 is when bullets becomes sentient
@@derfine6513 just imagine a guy so good at shooting he can use his bullets to communicate.
@@filescout266 feeding them with pepporonis no less
My level 983 blind doctor on his way to perform a sucessful lung implant inside a room full of rats and animal filth with rusty medical equipment: 🍷
Well I would take him then a level 1 with no passion XD
Completing a research project requiring over 1000 research points in a tech tier with a research speed penalty in less than a day(with one researcher) seems fair.
"Hmmm, today i will make microelectronics out of wood and some steel beams"
@@mrShift_0044 "ah yes, I'll make a plasma TV with a few branches today"
I'm using brain in a jar and a fully bionic colonist. 1000 research point is less than a second for me. And I'm not even using this mod yet. What did I do...
I also ran another mod alongside something with advanced traits and obv ideology and... My builder had a perfectionist traid (from another mod, basically makes him work slower but everything is +1 quality) Also gave him the profession for another +1 quality so basically he started building masterwork stuff everywhere. Was a good export buisness too. Exporting masterwork wooden chairs is pretty damn profitable. Especially with minify everything with which you actually can pull all that off
Also. Side note.
The github version has (or had if it's been fixed) a strange bug where if your social skill is too high, then all of your buying and selling prices will always be 0.50$
Nice. We can sell insect meat for 0.5 silver and buy a cataphract armor for the same amount
@@HaramDestroyer yep.
that social skill would be hilarious
its like equivalent of scamming traders
@@silent0089 se supone que ellos deben estafarte a ti, no vos a ellos
I don't think that this mod is causing it, I've had a playthrough without this mod with the same effect (psychic reader + around 12000% psychic sensitivity), i belive that it's one of the mods that change trading menu a bit (don't know wich one though) or this bug just exists normally in game because the trading system isn't meant to work with such high values of trade price improvement
It's broken until you realize that you need to play a lot to get that Sweet level 30 bcs you can't find anything above in raids or Caravans(Maybe with Biotech you can)
that was so cursed a construction of 51 that means you can build all the spaceship parts in less than 10 seconds or instantly build autoturrets while in combat
“Sentry going up!”
Getting a really high mining speed is crazy, they just basically mine at walking speed
Miner lvl 100 : this uranium? One hit, 800 resources
Mad skills + Endless growth = Ducks skills
Nice. My slaves can now work faster
What happens if you have this mod and use the dev console to "set all skills max"
Then he'll need to buy another computer cuz something will be in fire hahaha
Set skills to max only gets you to level 50 I think, it doesn't actually set it to max, its just so much Exp that in vanilla it doesn't matter.
My crafter is level 39 I just putted him only in my craft room and gived to him food and he worked there 2 years in game from level 1 hes a beast Im getting a lot of legendaries and my colony is rich it has 3 million rich points
I've been using this mod in my attempts at Ambiguous Amphibian's 1 million in 100 days challenge.
Higher skills are actually really reachable, especially if you buy neuro trainers
I wonder if this works with the expertise from vanilla skills expanded
You son of a bitch I'm in
@@RandooGaming 600% craft speed >:)
@@samuelcrow4701Just imagining that smoothing speed. Fast enough to make anyone cry.
@@anunusualstoutshako728@samuelcrow4701 1 year later it doesn't work sadly.
Спасибо, надо будет в следующей игре установить.
How do i build that minening cave i don't know what its name
I used this mod in 1.3, but it 1.4 it doesn't seem to be working.
There is 1.4 vers but its beta, you can find the link on comment
Спасибо за модик
I love this mod
I need help with this mod, for some reason my colonists can't craft anything it just gives me an error
I've tried using this mod alone but still doesn't work.
+
@@muscleKingWow на голой римке тоже самое было
@@muscleKingWow да
removing skill loss is very broken, dont think ill use it til that is done
If you also install Vanilla Skills Expanded, that problem will be gone, but it'd also mean reaching level 30 is practically impossible
Out of all terrible design choices in rimworld skill loss is one of the worst.
@@thallan there are pawn traits to slow it down
I really don't like skill loss, but I agree none is too strong, a good compromise imo is that skill loss exists, but you can't lose a level (it just removes your progress to the next skill). There's a mod that I use that allows you to set it up like that's called mad skills
@@butituti unfortunately, that mod conflicts with duck's insane skills
1.4?????????????????
CE compatible?
Every fucking time
Yes. Yes
I laughed so fucking hard
Wish it'd update to 1.4 lol