Skill Tweaking
Skill Tweaking
Offers you several tweaks to enhance/alter how you approach skill progression for your dupes.
You can within limits use it to significantly lower the difficulty.
Ofcourse you can go the other direction aswell. Play as you like.
It is all up to you. You can enable a single setting or you can tweak the whole mod.
I do recommended you read up on the comments I placed inside the config file.
The mod uses the file Config.json to setup itself and is automatically created. I did not provide it with the mod, otherwise any update will immediately override all your settings. Now in case of an update, only new settings will be placed inside your config file and your settings will stay.
2 other files Config_Default_ONI_Settings.json and Config_Mod_Default.json are provided as examples. The Default ONI can be a nice reference to see how original ONI works and you only want to alter 1 or 2 settings. The Mod_Default one is identical to the one created on first run.
What can you do with this mod.
First of all tweak all attribute points (strength, learning, …) with a value between 1 and 10.
Farming I: Remove Wrangling from Critter Ranching I and place it earlier in the tree. Farmers can now wrangle critters and operate egg incubators.
Grilling II: Gas Range Usage (just like Electric Grill Usage becomes available with Grilling I)
Art Fundamentals or Aesthetic Design: Textile Loom Usage (Can also be placed in Improved Tinkering via new perk)
Improved Carrying I:
Alter Carry Weight (between 100 and 2000 Kgs)
Switch Attribute Points from Strength to Athletics (Only 1 of these)
Disable Strength Attribute Points (Only 1 of these)
Improved Carrying II:
Alter Carry Weight (between 100 and 2000 Kgs)
Switch Attribute Points from Strength to Athletics (Only 1 of these)
Disable Strength Attribute Points (Only 1 of these)
Exosuit Training:
Disable Athletics Attribute Points
Rocket Navigation:
Alter Rocket Navigation Efficiency (between 10% and 50%)
Improved Construction III: Conveyor Rail Construction
Improved Tinkering I:
Create a new skill perk: Skilled Operator
Make this skill required to operate Rock Crusher and/or Metal Refinery and/or Oil Refinery and/or Textile Loom
Textile Loom gets overriden if enabled for either Art Skill Point
Electrical Engineering: Switch place 2 and 3 of the Operating Skill Group. Triggers Conveyor Rail Construction move.
Mechatronics Engineering/Advanced Tinkering:
Disable the Construction Attribute Points
Create a new skill perk: Forge Operator
Make this skill required to operate Glass Forge and/or Exosuit Forge and/or Molecular Forge
Triggers Conveyor Rail Construction move.
Moving Conveyor Rail Construction always has the following consequences:
Moves Conveyor Rail Construction to Improved Construction III
Disables the Mechatronics Strength Attribute Points
Removes the links between Improved Carrying II and Mechatronics Engineering
Alters the name of Mechatronics Engineering to Advanced Tinkering
Warning 1: I tried to test all (as many as I could think of) combinations. However it is always possible that I missed some combination, and you do not get the expected result. If you do. Please report this via feedback topic. And post Pastebin links of your Output Log with Logging Enabled and your Config Log; together with an explanation of what you intended to achieve and where my mod failed.
Warning 2: Due to the nature of being limited in skillperks. Any mod trying to do the same will clash, results won’t be what you expected. As far as I know, this mod is the first of it’s kind. If others in it’s kind appear, do not combine such mods. Errors reported will be ignored!
Mod Compatibility: Out of my personal extensive mod list (+100 mods) only Helium Extractor is affected by a single mod setting: If you require Skilled Operator for Oil Refinery. The Helium Extractor requires the same as that mod has been set up to inherit settings from the Oil Refinery.
For modders I reused the 4 unused Skillperks for my new ones (Gas Range, Textile Loom, Skilled and Forge Operator). They are: IncreaseStrengthSmall, IncreaseStrengthMedium, IncreaseAthleticsSmall and CanTrainToBeAstronaut. It is also possible to combine 1 or more Simple Perks with an Attribute Modifier Perks. But you will need to be creative/dynamic in your perk naming.
Default Mod Settings:
Attributes having 3 modifiers: Rank I: 1, Rank II: 2, Rank III: 4 (Total of 7)
Attributes having 2 modifiers: Rank I: 2, Rank II: 5 (Total of 7)
Conveyor Rail Construction to Improved Construction III
Grilling II: Gas Range Usage
Aesthetic Design: Textile Loom Usage
Exosuit Training: 4 Athletics
Rocket Navigation: 20% Rocket Navigation Efficiency
Improved Carrying I: 1 Athletics, Carry 500 kg
Improved Carrying II: 2 Athletics, Carry 900 kg
Improved Tinkering: Skilled Operator for Rock Granulator, Metal and Oil Refinery
Advanced Tinkering in Second Spot + Forge Operator for Glass, Exosuit and Molecular Forge
Electrical Engineering in Third Spot (Thus no extra Construction Attribute Points!)
Tidying skill group: only skillgroup providing strength attribute points now.