RimWorld

RimWorld

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Impactful Skills
   
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Mod, 1.6
File Size
Posted
Updated
542.602 KB
15 Aug @ 8:55pm
29 Aug @ 12:16pm
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Impactful Skills

In 1 collection by Toxic Yui
Toxic Yui's Mods
9 items
Description
Impactful Skills
Skill-to-stat scaling, configurable and lightweight

Every skill level matters. Each point adds a clear, configurable bonus to key pawn stats with clean math, simple text inputs, and instant preview.

This mod is not designed to use Harmony, which means many values—like harvest yield—will still be limited by vanilla hard caps. I’m working on a new Harmony-enabled mod to support modded skills and remove these vanilla limitations.



Highlights
  • Balanced defaults: most stats reach about +/-50% (or +0.50 for 0-1 stats) at level 20. Global Learning reaches +100%.
  • Fully configurable in Mod Settings -> Impactful Skills (global multiplier, caps, per-stat overrides, XML reload/reset).
  • Works with skill levels above 20 (linear scaling).
  • No new items, no quests, no bloat. Lightweight StatPart injection.
  • Add or tweak rules via settings or XML (hot reload button available; manual XML editing is optional).

Default tuning (Level 20 outcomes)
Higher levels keep scaling linearly. "Reducer" means lower is better. Additive01 stats are clamped 0-1 by the game.

Melee
  • +50% Move Speed
  • +0.50 Melee Hit Chance
  • +0.50 Melee Dodge Chance
Shooting
  • +0.50 Shooting Accuracy (pawn)
  • -50% Aiming Delay
  • -50% Warmup Multiplier
  • -50% Cooldown
Construction
  • +50% Construction Speed
  • +0.50 Construction Success
  • +50% Smoothing Speed
Mining
  • +50% Mining Speed
  • +50% Mining Yield
  • +50 Carrying Capacity (stat)
  • -10 C Comfy Temperature Min
  • +10 C Comfy Temperature Max
Cooking
  • -50% Food Poison Chance
  • +50% Eating Speed
  • +20% Work Table Speed (kitchen)
  • +50% Butchery Flesh Efficiency
  • +50% Butchery Mechanoid Efficiency
Plants
  • +50% Plant Work Speed
  • +50% Plant Harvest Yield
  • +50 Foraged Nutrition per Day (flat)

Animals
  • +0.50 Tame Animal Chance
  • +0.50 Train Animal Chance
  • +50% Animal Gather Speed
  • +50% Animal Gather Yield
Artistic
  • +2.0 Pawn Beauty (flat)
  • -50% Mental Break Threshold
Medicine
  • +50% Medical Tend Speed
  • +0.50 Medical Tend Quality
  • +0.50 Surgery Success Chance
  • +50% Immunity Gain Speed
  • +50% Rest Rate Multiplier
Social
  • +50% Negotiation Ability
  • +50% Trade Price Improvement
  • +0.50 Arrest Success Chance
  • +50% Social Impact
  • +50% Suppression Power

Intellectual
  • +50% Research Speed
  • +100% Global Learning Factor
Crafting (gentle by design)
  • +10% General Labor Speed
  • +10% Global Work Speed
  • +10% Work Table Speed

Settings and workflow
  • Global Multiplier - scale every per-level value.
  • Caps (optional) - limit percent or flat bonuses.
  • Per-stat overrides - edit perLevel in text boxes with real-time preview at your chosen level.
  • Reload XML - hot load changes from SI_Scopes.xml and SI_Rules_Default.xml without restarting.
  • Revert to defaults - discard overrides and restore XML values.

Compatibility
  • RimWorld 1.6
  • Save-friendly; can be added or removed mid-game (stats recalc automatically).
  • Compatible with most mods. If another mod adds stats, you can target them by adding rules in the XML.
  • Note: vanilla Carrying Capacity (the stat) does not change the caravan or encumbrance mass limit; it affects carry jobs.




FAQ
  • Is it OP? Defaults are punchy but clean (mostly +/-50% at L20). Tweak everything in settings or via XML.
  • Levels over 20? Supported; scaling is linear (caps apply if you enable them).
  • Performance? Very light; uses a single StatPart per affected stat.

Credits and translations
Code and design: ToxicYui. Translations welcome!
This is a small mod inspired in yavi's power up skills mod

[ko-fi.com]
Popular Discussions View All (2)
2
25 Aug @ 8:27am
PINNED: Requests & Feedback
Toxic Yui
2
29 Aug @ 11:56am
PINNED: Bug Reporting – Impactful Skills
Toxic Yui
30 Comments
纸齿轮 6 Sep @ 12:47am 
Thank you for your reply. I completely understand — I can imagine the workload must be heavy, even though I don’t know programming myself.
My intention was only to let other CE players who want to use Impactful Skills know about this incompatibility, so they don’t have to spend time troubleshooting like I did with 500+ mods.

From translation
Toxic Yui  [author] 5 Sep @ 9:14am 
Thank you, let me finish some fixes planed for today (2 mods) and then i'll check what is going on with CE alr? I want to let you know this is the mod that would contain the compat patch:

Impactful Skills with Mod Support!


Since, I cannot make a compat patch of this mod :p
纸齿轮 5 Sep @ 8:37am 
I’ve also tried the latest version, and the issue still exists. TAT
Toxic Yui  [author] 4 Sep @ 8:48am 
Thank you! have you tested our newest version? we have a new mod & DLC compat version!
I gonna look further to see what I can do to check this later on (I have a couple fixes planed)
纸齿轮 4 Sep @ 4:08am 
Hi, I encountered a compatibility issue between Impactful Skills and Combat Extended (CE).
When this mod is active, the “Targeted Area” aiming button from CE (used to aim at specific body parts) disappears completely.

From what I tested:

In CE, this button normally requires the pawn’s Shooting skill to be level 8 or higher.

With Impactful Skills enabled, it seems the Shooting skill value or its recognition is altered, so CE cannot detect it correctly.

As a result, the button never appears, even if the pawn should qualify.

Could you please take a look at this compatibility problem?
Thank you for your work on this mod!

From translation
Toxic Yui  [author] 22 Aug @ 5:50pm 
New mod released! Impactful skills now supports modded and DLC skills and attributes!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554124215
Toxic Yui  [author] 22 Aug @ 1:17pm 
Could be! Mods like EPOE and other bionics that boost aiming/accuracy can interfere with this mod’s calculations. Don’t worry—I’m releasing a new version as a separate mod later today. It’s 2:17 PM here, so I expect to publish it by around 4:00 PM.
joe2_4 22 Aug @ 11:12am 
experiencing same problem as bwuh, my best sharpshooter with bionic implants that increased accuracy suddenly got their accuracy reduced to 91%- could bionic mods like epoe that let your pawns aim better fuck with this mods code?
狼雨歌 22 Aug @ 2:35am 
What great news !
Looking forward to your harmony version !
Thanks for the fix , the cooldown of shooting skills is now working fine now .
Toxic Yui  [author] 21 Aug @ 9:12pm 
Yup! so sorry about that! :NZA2_Eagle: