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{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}
 
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}
 
{{TOCright}}
 
{{TOCright}}
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|236px|right|Increasing skills of a colonist that's currently building something.]]
+
[[File:skills_preview.png|right]]Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[skilltrainer]].
Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]].  
 
  
Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.
+
== Learning skills ==
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by " -- " dashes in place of the level number.
 
 
 
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products.
 
 
 
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.
 
 
 
== Summary ==
 
 
{{see also|Training}}
 
{{see also|Training}}
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single "character level" as in many role playing games.
+
Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience.  Performing these tasks will earn the character '''experience points''' either per task completed or per second they are pursuing that task, which in turn will eventually ''level up'' the skills. The resulting higher '''skill level''' then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single "character level" as in many role playing games.
  
 
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.
 
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.
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The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.
 
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.
  
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).
+
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).
  
 
=== Improving skills ===
 
=== Improving skills ===
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}
+
Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''
 
  
 
When a player pawn gains a new level in a skill, a text mote will be displayed.
 
When a player pawn gains a new level in a skill, a text mote will be displayed.
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<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
 
<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
  
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.
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==== Passion ====
 +
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's ''Bio'' tab. These passions increases the rate at which a pawn learns the skill in question and provides them  with a substantial [[mood]] boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game.
  
==== Passion ====
+
Skill gains from using a [[skilltrainer]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}
 
  
 
The three levels of passion are:
 
The three levels of passion are:
{|
 
|-
 
| || '''''None: ''''' || &nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.
 
|-
 
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &nbsp;One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
 
|-
 
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &nbsp;Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.
 
|}
 
  
==== Global Learning Factor ====
+
::'' '''None''''': Skills with no flames. This can be considered the default for a skill, and is the most common. Characters with no passion in a skill have a 35% multiplier on their experience gain.
 +
 
 +
[[File:PassionMinor.png|24px|left]] '''Interested''': Skills with one flame. Characters that are ''interested'' in a skill have a 100% multiplier on their experience gain and gain a +8 mood ("Minor passion for my work") while performing related tasks.
 +
 
 +
[[File:PassionMajor.png|24px|left]] '''Burning''': Skills with two flames. Characters with a ''burning'' passion for a skill have a 150% multiplier on their experience gain and gain +14 mood ("Burning passion for my work") while performing related tasks.{{Clear}}
 +
 
 +
====Global Learning Factor}====
 
{{See also|Global Learning Factor}}
 
{{See also|Global Learning Factor}}
 
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include:  
 
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include:  
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|-
 
|-
 
! [[File:PassionMajor.png|frameless]]   
 
! [[File:PassionMajor.png|frameless]]   
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}%  
+
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}%  
 
|}
 
|}
  
 
=== Decay ===
 
=== Decay ===
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.
+
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1:1 basis.
 +
 
 +
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.
 +
 
 +
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.
  
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession.  
+
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performedWorking faster does not make it easier or faster to gain XP, or compensate the decay loss.
  
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.
+
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual "legendary masters" are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).
  
 
=== Skill point acquisition strategy ===
 
=== Skill point acquisition strategy ===
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|}
 
|}
  
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points
 
  
 
== List of skills ==
 
== List of skills ==
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=== Artistic ===
 
=== Artistic ===
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].   
+
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].   
  
 
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.
 
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.
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=== Construction ===
 
=== Construction ===
 
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:
 
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.
+
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.
 
* Deconstructing existing structures back into raw materials.
 
* Deconstructing existing structures back into raw materials.
 
* Building and tearing down roofs.
 
* Building and tearing down roofs.
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}}
 
}}
  
<div><li style="display: inline-table;">
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:20%">
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
+
'''Items with a required Construction skill level:'''
|+ style="white-space: nowrap;" |'''Items with a required Construction skill level:'''
+
<div class="mw-collapsible-content">
|-
 
! Name !! Level
 
|-
 
 
{{#ask: [[Skill 1::Construction]]
 
{{#ask: [[Skill 1::Construction]]
| ?Skill 1 Level=
+
| ?Skill 1 Level=Level
| format = template
+
| sort = Skill 1 Level
| template = Ask Table Formatter
 
 
| limit = 999
 
| limit = 999
| link = none
+
}}
| sort = From DLC, Skill 1 Level, Name}}
+
</div>
|}
+
</div>
</li><div>
 
  
 
=== Cooking ===
 
=== Cooking ===
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Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
 
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
  
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks.  
+
A cooking skill of at least 6 is required to make a [[fine meal]].<br/>
 +
A cooking skill of at least 10 is required to make a [[lavish meal]].
 +
 
 +
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.
  
 
{| class="wikitable"
 
{| class="wikitable"
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| ?Skill Bonus Factor=Bonus Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
}}
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 
|+ style="white-space: nowrap;" |'''Items with a required Cooking skill level:'''
 
|-
 
! Name !! Level
 
|-
 
{{#ask: [[Skill 1::Cooking]]
 
| ?Skill 1 Level=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Skill 1 Level, Name}}
 
|}
 
</li><div>
 
  
 
=== Crafting ===
 
=== Crafting ===
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.
+
Many work [[bills]] of the [[Menus#Smith|Smith]], [[Menus#Tailor|Tailor]] and [[Menus#Craft|Craft]] work types have a required minimum Crafting skill level, except cutting [[Stone Blocks]] or [[Electric smelter|Smelting]] which do not have a minimum required skill level.  
  
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.
+
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], [[Neolithic Weapons|Neolithic weapons]], [[Weapons#Melee weapons|Melee weapons]], and [[guns]]. The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[Global Labor Speed]] and the amount of [[labor]] required for the bill.  
  
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill.
+
The Crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s, and it also determines the amount of resources produced from these tasks.
 
 
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.
 
 
 
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.
 
  
 
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]
 
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]
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}}
 
}}
  
<div><li style="display: inline-table;">
+
<div class="toccolours mw-collapsible mw-collapsed" style="width:20%">
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
+
'''Items with a required Crafting skill level:'''
|+ style="white-space: nowrap;" | '''Items with a required Crafting skill level:'''
+
<div class="mw-collapsible-content">
|-
 
! Name !! Level
 
|-
 
 
{{#ask: [[Skill 1::Crafting]]
 
{{#ask: [[Skill 1::Crafting]]
| ?Skill 1 Level=
+
| ?Skill 1 Level=Level
| format = template
+
| sort = Skill 1 Level
| template = Ask Table Formatter
 
 
| limit = 999
 
| limit = 999
| link = none
+
}}
| sort = From DLC, Skill 1 Level, Name}}
+
</div>
|}
+
</div>
</li><div>
 
  
 
=== Medical ===
 
=== Medical ===
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* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')
 
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')
 
The tables below are post-processed chances for a healthy pawn.
 
The tables below are post-processed chances for a healthy pawn.
 +
 
{{col-begin|width=60}}
 
{{col-begin|width=60}}
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to hit'''</div>
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to hit'''</div>
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|91.2%
 
|91.2%
 
|}
 
|}
 +
 
{{col-2|width=60}}
 
{{col-2|width=60}}
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to dodge'''</div>
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to dodge'''</div>
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|}
 
|}
 
{{col-end}}
 
{{col-end}}
 +
 
{{#ask:  [[Category:Stat]] [[Skill::Melee]]
 
{{#ask:  [[Category:Stat]] [[Skill::Melee]]
 
| ?Description
 
| ?Description
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=== Plants ===
 
=== Plants ===
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.
+
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]
 +
Each point increases speed by 11.5%.
  
 +
{| class="wikitable"
 +
|-
 +
! Project
 +
! Experience Given Per Task
 +
|-
 +
| Harvesting
 +
| 50
 +
|}
 +
 +
Some plants require a minimum plants skill in order to plant them:
 +
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
 +
| ?Minimum Required Growing Skill = Required skill |+align=center
 +
| sort=Minimum Required Growing Skill
 +
| order=asc
 +
}}
  
 
{{#ask:  [[Category:Stat]] [[Skill::Plants]]
 
{{#ask:  [[Category:Stat]] [[Skill::Plants]]
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| ?Skill Bonus Factor=Bonus Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
}}
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 
|+ style="white-space: nowrap;" | '''Plants with a minimum Plants skill level to sow:'''
 
|-
 
! Name !! Level
 
|-
 
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
 
| ?Minimum Required Growing Skill=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Minimum Required Growing Skill, Name}}
 
|}
 
</li><div>
 
  
 
=== Shooting ===
 
=== Shooting ===
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* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
 
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
 
* [[Version/0.12.906|0.12.906]] - Animals skill added.
 
* [[Version/0.12.906|0.12.906]] - Animals skill added.
* B19/1.0 - Doing passionate work now affects mood instead of recreation.
 
 
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.
 
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.
 
 
 
[[Category:Characters]]
 
[[Category:Characters]]

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