RPG Skill System

by Sael

SkillSystem adds 9 skill branches and late-game Capstone skills. Earn XP from mining, crafting, fighting, researching, building and destroying asteroids, then spend it on permanent upgrades to your character and factory. Suggestions always welcome!

Content
6 days ago
2.1
484
Logistics Combat Logistic network Manufacturing Cheats

a Ongoing Work for 2.0

10 days ago
(updated 10 days ago)

This mod has not been abandoned I am just battling a busy work schedule and my steam library!

For everything below there will be more coming as I try to move away from the cheat tag, real investment for real output to support the organic flow of the game.

New capstones

Capstone Cost Needs What it does
Ironclad 100 pts Apex Predator, Apex Survivor and Lone Wolf maxed Unlocks the Ironclad Suit: Mech Armour that still flies, with a bigger grid (14×14 at normal quality), a built-in 2.5 MW Core Reactor and a Servo Array (+25% speed). Better quality gives a bigger grid and stronger built-ins. It has its own gunmetal look, a red glow at night and a red exhaust trail; each can be switched off.
Dockmaster 25 pts Cargo Drone and Underground Engineer maxed Inserters can take items out of your cargo bays, on space platforms and planets. Nothing to craft: every bay your team has works, including ones you build later. Output only.
Limitless 10 pts/level, 20 levels Synergy Lv1 +50% productivity per level on every recipe that allows productivity, for your whole team. That's up to +1000% at level 20.

XP and levelling

  • New Mastery tab: six skills that make you earn XP faster:
    • Hands-On: mining, chopping trees and picking up buildings
    • Artisan: crafting
    • Foreman: building by hand or with robots
    • Veteran: kills and asteroids
    • Scholar: research
    • Polymath: a bonus for mixing different kinds of XP
  • Fully invested, Mastery levels you about twice as fast as before. Mastery doesn't count towards Synergy.
  • Levels now need a third more XP. Without Mastery you level about 25% slower than in 1.9.97.
  • New research, Skill Training: a chain from red science to promethium that gives XP to everyone on your team, offline players included. It starts with five cheap red-science levels to get a new game going. The promethium tier is infinite, and its cost doubles each level.
  • New Recent XP tab: shows where your XP came from in the last 5 minutes, and roughly how much you're earning per minute. Hover the XP bar for the same breakdown.
  • The asteroid XP limit chat messages are now off by default. There's a per-player setting to turn them back on.

Balance changes

  • Apex Transport Belt now costs 100 points (was 1). If you already own it, you keep it.
  • The Capstone tab is split in two: Capstone Unlocks on the left (skills with a level cap) and Infinite Capstones on the right (Synergy and Research Productivity).

Changes that affect everyone

  • Productivity can now pass +300%. Factorio has a single productivity cap per recipe for the whole game, so the new startup setting "Productivity cap (%)" (default 2000%) applies to everyone, including modules and research. Set it to 300 to keep Factorio's normal cap; Limitless then does nothing.
  • Equipment grids are one row taller at epic and legendary quality, for every armour and vehicle, because Factorio sets grid size per quality for all grids. A startup setting turns this off.

Compatibility and fixes

  • Your running speed bonus now adds to other mods' speed bonuses instead of replacing them.
  • Your skill bonuses come back automatically if another mod resets research effects, which many mods do when they update.
  • Changing team, or two teams merging, now moves your team-wide bonuses with you.
  • The Apex Loader now appears when Vanilla Loaders HD is installed.
  • Apex belts and the Ironclad Suit can be recycled.
  • If another mod removes Mech Armour or the parts it's made from, the game still loads; the suit is simply left out.
  • The download is much smaller: about 19 MB instead of 58 MB.

Removing the mod cleanly

Factorio deletes a mod's saved data when you remove the mod, so the bonuses would otherwise stay on your save. Before removing it:

  1. Run /skill-system-remove-bonuses (admins only in multiplayer).
  2. Save the game, then remove the mod.

/skill-system-restore-bonuses switches everything back on if you change your mind.

For mod authors

There's a new remote interface, SkillSystem, with get_level, get_skill_level, get_skill_points and add_xp. Details are in the README.

Bug reports and feedback are welcome here. 2.0 is still in progress.

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