RimWorld

RimWorld

Impactful Skills Mod Support!
 This topic has been pinned, so it's probably important
Toxic Yui  [developer] 23 Aug @ 11:40pm
Bug & Incompatibilities Report
Bug & Incompatibilities Report (Impactful Skills — Mod Support)

Use this thread to report reproducible bugs, odd behavior, or mod conflicts. Please include clear steps, logs, and your preset info so I can fix things fast.

How to report
  • Game & mod versions: RimWorld 1.6 + this mod’s version/build.
  • Steps to reproduce: numbered, from a fresh game if possible.
  • HugsLib log link: use “Share logs” (green button) after the issue.
  • Preset file (if your issue involves presets/values): attach or paste the XML at:
    %AppData%\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ImpactfulSkillsModSupport_Presets.xml
  • Your active preset name: shown at the top of the mod settings (“Last loaded preset”). If it says GameDefaults, you don’t have a custom preset loaded yet.

Known pitfalls (read first)
  • “Load saved values” does nothing → You must first load or create a user preset (not GameDefaults). Then “Save values to preset”, and only after that “Load saved values” will pull numbers back into the UI.
  • Preview vs in-game numbers look different → Vanilla stat workflow applies curves, rounding, other post-process multipliers and min/max clamps. This mod adds a StatPart multiplicative bonus per skill and then vanilla still runs its own pipeline, which can change the final number shown on the info card or tooltip.
  • “Remove all vanilla caps” changes a lot → This toggle actively skips vanilla soft/hard caps during the post-process step for stats. If another mod also patches the same method, a conflict is likely (see next section).
  • InfoCard section is additive only → The “Impactful Skills Debrief” is injected as a postfix into ThingDef.SpecialDisplayStats; it only appends a new entry and shouldn’t replace other stats sections.

Likely incompatibilities
  • Anything patching vanilla stat post-processing: mods that prefix/replace StatWorker.ApplyPostProcess/FinalizeValue can clash with the “Remove caps” toggle (both try to control the same stage). If you see missing/duplicated post-processing or impossible values, test with this toggle OFF first.
  • Aggressive InfoCard overhauls: total replacements of SpecialDisplayStats could hide my extra “Debrief” block (I only add an entry; I don’t replace anything).

Quick troubleshooting
  • Toggle Remove all vanilla caps OFF and recheck the stat. If it fixes the number, another mod also touches post-process.
  • Click Reset global multiplier and caps in settings, then reopen the pawn card.
  • If presets misbehave, click Revert to defaults, then Load Preset and try again.
  • Confirm your preset file actually saved (timestamp changed) at the path above; saving writes to that XML.

Best-practice report template
Title: Short summary (e.g., “Aiming time not changing with preset X”) RimWorld: 1.6.XXXX This mod: vX.Y.Z Other mods touching stats: (list) Steps: 1) New colony, only Core + HugsLib + this mod enabled 2) Load preset "My Custom Preset" 3) Set Shooting per-level to 0.50 (example), Save values to preset, Apply 4) Check Pawn -> InfoCard -> Ranged stats (screenshot) Expected: Value increases by N% Actual: Value is unchanged / different from preview HugsLib log: (link here) Preset XML: (attach or paste the “perLevelOverrides” block)

Thanks for the reports! I read every reply and ship fixes as fast as I can.