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Author Topic: Skill decay can't be turned off at all?  (Read 624 times)

Sutremaine

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Skill decay can't be turned off at all?
« on: December 08, 2010, 09:23:31 pm »

I have in the raws Lord Snow's mod, with the line

Skill rate default: 100
   [SKILL_RATES:100:NONE:NONE:NONE]

at the end.

I embarked with a Proficient Weaponsmith / Armoursmith, who made a couple of picks in the first or second year and has done nothing since (yeah yeah, I know). He is now Very Rusty and Skilled in both. This isn't going to be a problem for most people as 'since' in my case is 'for a decade', but I think it's worth noting.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

slothen

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Re: Skill decay can't be turned off at all?
« Reply #1 on: December 08, 2010, 09:58:00 pm »

I'm more concerned about attribute decay.
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TerminatorII

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Re: Skill decay can't be turned off at all?
« Reply #2 on: December 08, 2010, 10:05:36 pm »

The solution was originally popsted here. http://www.bay12forums.com/smf/index.php?topic=72564.0

to recap

Well, that's a bit disappointing.

Any way to reverse the degrading effects so my dwarves can actually build some strength?
You can turn stat rusting off with a bit of modding. Add the following to the end of the Dwarf entry to turn stat rusting off:

[PHYS_ATT_RATES:STRENGTH:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:AGILITY:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:TOUGHNESS:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:ENDURANCE:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:DISEASE_RESISTANCE:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:RECUPERATION:500:NONE:NONE:NONE]
[MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:CREATIVITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:EMPATHY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:INTUITION:500:NONE:NONE:NONE]
[MENT_ATT_RATES:KINESTHETIC_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:LINGUISTIC_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MUSICALITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SOCIAL_AWARENESS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SPATIAL_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]

I'm not sure what values would be sane for the actual rusting effect if you want it on-but-less. The default for the last 3 values are 2:3:2, except for DISEASE_RESISTANCE and RECUPERATION which don't change (and won't improve, even with this mod, as they have no linked skills). Higher numbers in those 3 slots make stat loss occur slower.
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

NecroRebel

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Re: Skill decay can't be turned off at all?
« Reply #3 on: December 08, 2010, 10:10:59 pm »

Hm. Odd... I've got the exact same line in my Dwarf entry, and hadn't had any skill rusting in my former, 10-year fort. This despite the fact that I'm sure I had many dwarves who had never used some of their above-Novice skills.

  [SKILL_RATES:100:NONE:NONE:NONE]

This is what the line in my creature_standard entry looks like. It looks the same to me ??? Where in the dwarf entry did you put it? It seems to work if it's put at the very end. Maybe you put it at the beginning, and then [INTELLIGENT] is after it and implies the default skill rates or somesuch? Also, might you have inadvertently put it in the entity file and not the creature file? That's an easy mistake for people to make when they're just starting with modding.

I'm more concerned about attribute decay.
You can fix that, too, this these entries:

  [PHYS_ATT_RATES:STRENGTH:500:NONE:NONE:NONE]
  [PHYS_ATT_RATES:AGILITY:500:NONE:NONE:NONE]
  [PHYS_ATT_RATES:TOUGHNESS:500:NONE:NONE:NONE]
  [PHYS_ATT_RATES:ENDURANCE:500:NONE:NONE:NONE]
  [PHYS_ATT_RATES:DISEASE_RESISTANCE:500:NONE:NONE:NONE]
  [PHYS_ATT_RATES:RECUPERATION:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:CREATIVITY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:EMPATHY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:INTUITION:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:KINESTHETIC_SENSE:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:LINGUISTIC_ABILITY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:MUSICALITY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:SOCIAL_AWARENESS:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:SPATIAL_SENSE:500:NONE:NONE:NONE]
  [MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]



Ninja edit:
The solution was originally popsted here. http://www.bay12forums.com/smf/index.php?topic=72564.0

to recap

-snip-
That isn't actually original from me; it's from the wiki's page on cheating via LordSnow (with some edits by me to make stat improvements be at their default rate). That which you quoted also doesn't include the actual skill loss token.
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TerminatorII

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Re: Skill decay can't be turned off at all?
« Reply #4 on: December 08, 2010, 10:28:41 pm »

hey thanks for the aditional info. That was the only place I had found it so far though. =)
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

Sutremaine

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Re: Skill decay can't be turned off at all?
« Reply #5 on: December 08, 2010, 11:38:14 pm »

The skill mods are the very last thing in the creature file, beneath the attribute mods.

Anyway, I think I've figured out the problem. It's in the right place and functioning, but it was added to the raws after world gen and somehow never made it into the raws for the fortress's save folder. Derp.

Odd that I haven't noticed any attribute loss to go with the skill loss, but then all the dwarves have either been doing normal hard work or acting as gopher masons (Masonry enabled, but no workshop access). Since Agility is both the only skill trained by talking and the only thing that matters when lugging stones around and slotting them into place, it's not really noticeable that all their other stats are degrading.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.