RimWorld

RimWorld

[1.2][1.3][1.4]Level This!
51 Comments
KiTA 4 Aug, 2024 @ 3:37pm 
Miss this mod, it was fun
GuiltySweets 3 Jun, 2024 @ 6:15pm 
miss this mod :(
The Realest Nooblet 27 May, 2024 @ 10:01pm 
SOMEONE UPDATE THIS ASAP WHILE THE AUTHOR OUT
gery 26 Apr, 2024 @ 2:43am 
Обновите пожалуйста мод до 1.5 ,а то он не работает (Please update the mod to 1.5, otherwise it doesn't work).
Narkesha 24 Apr, 2024 @ 5:44am 
guide me back to the way of Level.
Stone 19 Apr, 2024 @ 5:48am 
Desperation :/
The Realest Nooblet 18 Apr, 2024 @ 7:06am 
1.5 WYA?!
Korvon 17 Apr, 2024 @ 6:10pm 
missing this so much
chanoro 14 Apr, 2024 @ 9:15am 
It would be incredible to see a 1.5 version of this. It's been a fully essential part of my playthroughs for a while, thanks for this either way!
DeerShapes 12 Apr, 2024 @ 2:37am 
can this be updated to 1.5?
garfu 6 Jan, 2023 @ 5:57pm 
I've also updated the mod to no longer be effective on hostile pawns that are not the player so end game modded factions don't become invulnerable bullet sponges while you're trying to kill them if your settings have a low leveling threshold
garfu 5 Jan, 2023 @ 9:06pm 
Vazrua 9 Dec, 2022 @ 1:54am 
Ayo, seems like you need to update the target assemblies.
XO 4 Dec, 2022 @ 6:21pm 
@♫LP flx.gg
yeah the mod option doesn't appear
Thomus 15 Nov, 2022 @ 2:12pm 
Hi, options don't appear.
Vectorial1024 5 Nov, 2022 @ 1:31am 
Hi there, perhaps you can add a space between [1.4] and Level This, so that Steam can search this mod correctly, thanks!
Lee Meowth 5 Nov, 2022 @ 1:16am 
option is bug for this mod, it will give you errors and won't let you save. Avoid it for now, still the mod works wonders.
bagelhe 4 Nov, 2022 @ 4:50am 
it used to have mod options. now i dont have any options. anyone else got this problem?
Chiseled Cactus 31 Oct, 2022 @ 11:35pm 
YOU SEXY BEAUTIFUL PERSON I LOVE YOU
Stinko 31 Oct, 2022 @ 10:17pm 
beautiful, i missed this so much <3
The Realest Nooblet 31 Oct, 2022 @ 6:23pm 
YOU A REAL G FOR UPDATING THIS OMFG!!!!!!!!!!!!!!!!!!!!!!!!!!
Chiseled Cactus 29 Oct, 2022 @ 2:11am 
Hello! Definitely looking forward to an update if/when you get the time. Thank you for your work; sometimes all that's needed is indeed moving stuff, but this one may need differently.
The Realest Nooblet 22 Oct, 2022 @ 11:55pm 
1.4?
White Obama 9 Oct, 2022 @ 7:38pm 
Any chance we can get this updated for 1.4?
viirinsoftworks 7 Jul, 2022 @ 1:45am 
I told the original creator that golems created with A Rimworld of Magic 1.3 don't get the health leveling hediff. Were you able to make sure they do and carries over between its active and dormant states?
Claytron 28 May, 2022 @ 7:31pm 
Would enjoy seeing this mod expanded for further things like simple tasks, walking speed, etc.
545748190 14 Mar, 2022 @ 10:14pm 
thank you for your updating work!
Symmatile 6 Mar, 2022 @ 8:35am 
The Micro-Scythers in Android Tiers give errors pertaining to 'Level This!' trying to give them levels and experience. Both melee and ranged are affected by this. I would put this in a bug report thread, but you have none.

Exception ticking Bullet_BoltActionRifle1894087: System.NullReferenceException: Object reference not set to an instance of an object
at LevelThis.HealthLevelling.PostPostApplyDamage (Verse.DamageInfo dinfo, System.Single totalDamageDealt) [0x0013d] in <bfcd0f1de90c47e3a7efb26577130c2d>:0
at Verse.ThingWithComps.PostApplyDamage (Verse.DamageInfo dinfo, System.Single totalDamageDealt) [0x00020] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.PostApplyDamage_Patch1(Verse.Pawn,Verse.DamageInfo,single)
at (wrapper dynamic-method)
viirinsoftworks 18 Feb, 2022 @ 3:51am 
The golems from A Rimworld of Magic 1.3 don't get the hediff.
Cartoonfox 22 Jan, 2022 @ 2:06pm 
Is there anyway to get other stats? (I just have health)
Watermeloans 26 Dec, 2021 @ 1:31pm 
Hey, I just have a suggestion. Would it be possible to include a health setting where it's like a log graph? So it function similarly to compounding level + simple health setting, but setting a high maximum random level would be doable?

also making a way to limit the highest health would be cool as well. Basically adding more controls to how level and health scaling work would be very helpful.
venomous etymology 26 Nov, 2021 @ 10:19pm 
Hmm I did have a problem with this one... I run cosmic horrors with my modset, and one time I was hit with a Deep Ones raid. I bottlenecked them, and the one I was hitting everything with leveled up so fast that all the damage actually became less and less, to the point that at the end of the fight, he was much healthier (23 hours til death vs 6 hours til death) than before.

I don't know what could have caused this, and honestly I'm not even sure it's a bug, it might be some weird call of cthulu interaction. Either way, figured I'd let you know. It's a really fun mod!
Rockstar 24 Nov, 2021 @ 3:31pm 
I absolutely love this mod. As long as you keep the xp scaling reasonable (my main ultra-augmented fighters after a couple of years were only level 40), it makes your long time colonists feel as powerful as they should be
bearhiderug 15 Nov, 2021 @ 1:32pm 
hope this is relaticvly stable to use in a modlist =D
PopoMcnuggets 27 Oct, 2021 @ 10:09am 
I tried disabling everything except this mod and it still happens.
PopoMcnuggets 27 Oct, 2021 @ 9:48am 
When i spawn in with an animal the animal instantly dies with the cause of death being 'health'. This happens with drop podding in and starting standing.

link to log
https://gist.github.com/HugsLibRecordKeeper/b3b6cb33684ebec47cb4b4d58ef51f8e
Comrade Youth 29 Sep, 2021 @ 9:00pm 
Death by 1000 cuts becomes very common when a Pawn is more durable.
Their equipment will also be damaged much more heavily the longer it takes for them to go down.
It's balanced.
Believe me when I tell you, you're going to have Pawns getting all their clothes shot off before they're downed.
Virsia 18 Sep, 2021 @ 5:00am 
so basically something that doesn't kill you will make you stronger, sounds good but without balancing factor from opposition this would be game breaking because insanely high hp.
maybe put a cap level on it like max 5-10 times pawn original health. heck 5x original health with correct equipment would be bullet sponge.
Jdalt40 24 Aug, 2021 @ 5:34am 
No no you were absolutely fine, was my fault for pushing it to the back of my HDD, thank you for pushing it to 1.3!
♫LP  [author] 23 Aug, 2021 @ 6:22pm 
@Jdalt40 If you say you got project with it I'll take it out, all I woulda have done and started was cleaning source and git and made sure it work for the forseeing future. I made it clear it was yours to begin with.
Jdalt40 22 Aug, 2021 @ 10:38pm 
No need to remove this now, you can keep it up until my update is released, then it's up to you on what you want to do with the current 1000 subscribers (could even continue updating your own version if you want! I started making this because I thought it was a funny and interesting idea, I'd love to spark new ideas with this! )
Jdalt40 22 Aug, 2021 @ 10:34pm 
Psst LP! Thank you for updating this, I'll be hopefully dragging my version along this month once my classes stop being hectic. The version I have already has scaling levels! (just never released because I never felt satisfied with it + felt burnt out)
Krizso 18 Aug, 2021 @ 11:07pm 
@arendjvr This is because the health of the body part is higher so the damage relatively smaller to it
The 18 Aug, 2021 @ 10:49am 
I wonder if it would be feasible for pawns to level up by dealing damage, too.
♫LP  [author] 18 Aug, 2021 @ 8:33am 
@STG I'll see if I can work on that.
Ali50 14 Aug, 2021 @ 2:59am 
Thanks for the update!
Sally smithson 14 Aug, 2021 @ 2:38am 
The blood loss rate is also affected by the level.
a pawn of level 10 will bleed less from 1 point of damage than a pawn of level 3 with the same damage point
Blorpmeister 13 Aug, 2021 @ 10:20pm 
Just an info post in case nobody wants to dig through the original mod page.

It's +10% per level, and no cap on levels. Pawns level by taking damage. Level 100 takes about 100k damage to reach, and would multiply HP by 10x. Prosthetics are also effected. Heal rate scales as well, so you should not have pawns taking months to recover unless something else impacts healing mechanics.
TheFatman 13 Aug, 2021 @ 6:52pm 
This has my attention.