RimWorld

RimWorld

Max Gain Cap Removal
37 kommentarer
ConspiracyPizza 30. sep. 2024 kl. 8:06 
seems to work fine in 1.5
ripshawe 22. maj 2024 kl. 18:03 
Love this mod! Can't wait for the update :)
Lord Asriel 7. maj 2024 kl. 3:06 
We need you to make us rich, king!! 1.5! I beg thee
Gasdobun 13. apr. 2024 kl. 1:36 
1.5 update? c:
onkelflorian  [ophavsmand] 22. okt. 2022 kl. 23:07 
update is there! have fun...
Victor 22. okt. 2022 kl. 18:26 
Can you update it for 1.4? Thanks a lot!
Blooest 25. juli 2021 kl. 17:32 
My colony lost 200,000 in net worth with the update.. But it's the correct net worth, it was getting super-inflated because it was applying the quality multiplier twice with my mod collection. Kudos, Kaedys.
onkelflorian  [ophavsmand] 25. juli 2021 kl. 12:03 
it should be working now :steamhappy:
Aug 25. juli 2021 kl. 12:02 
Oh absolutely no problem at all. I was too lazy to go through my own modlist as well so expecting someone else to would be unfair.
onkelflorian  [ophavsmand] 25. juli 2021 kl. 10:32 
Hey Kaedys,
Big thanks to you, also big sorry to August Card. Its not that it is only poorly working. its actually not working anymore at all in V1.2 and V1.3.

your (Kaedys) implementation is for sure way more compatible. i try to make it work in 1.2 and 1.3 it seems the defNames have changed.

im working on a solution which will include your input.
Kaedys 24. juli 2021 kl. 15:29 
Hey, noticed that your mod is doing a blanket replace on the entire parts block, which doesn't play nicely with other mods that modify pieces of that block. Specific in my case, Stronger Quality Scaling, which adjusts the multipliers at various quality levels, including the MarketValue one. Your mod completely overwrites the changes that mod does to the MarketValue def.

I put together an alternative patch you can use instead that specifically tests for and removes just the maxGainX tags from the StatPart_Quality, it'll make your mod play better with other mods that mutate that StatDef.

https://gist.github.com/kaedys/31c41a221b11cbfce29881f65bb43977

Note: I've not tested it with 1.3 (or < 1.2, for that matter), but I don't believe the xpath changed, and the patch tests before it removes it, so it shouldn't cause issues with other mods that also remove those fields.
onkelflorian  [ophavsmand] 17. maj 2021 kl. 23:18 
ok, maybe another mod adds the same feature. i have 171 mods active atm. i will look into it. a modlist from your side would be nice to narrow it down.
Aug 17. maj 2021 kl. 15:58 
Probably a mod conflict, but the multiplier appears to apply twice.
So if a thing was supposed to be 200% valued, it becomes 200% of 200%, making the final value 400% base price.
Tyrant 28. aug. 2020 kl. 7:27 
Thanks.
onkelflorian  [ophavsmand] 27. aug. 2020 kl. 23:03 
@Tyrant thanks for the info! i will update this asap!
Tyrant 23. aug. 2020 kl. 10:41 
The packageId field in About.xml only allows letters and dots. Please change "Onkelflo.MaxGainCapRemoval_copy" to "Onkelflo.MaxGainCapRemoval.copy" or "Onkelflo.MaxGainCapRemoval".
onkelflorian  [ophavsmand] 22. aug. 2020 kl. 11:34 
its online... have fun!
onkelflorian  [ophavsmand] 22. aug. 2020 kl. 11:18 
yes i will check it out soon...
Bud 21. aug. 2020 kl. 15:29 
will this be updated again?
RyGuy971 10. mar. 2020 kl. 16:24 
It works, thank you very much, however the warning from the game remains.
onkelflorian  [ophavsmand] 6. mar. 2020 kl. 9:27 
@RyGuy, check it, i tested it in both versions. it should be a valid mod version in 1.0 and 1.1...
onkelflorian  [ophavsmand] 6. mar. 2020 kl. 9:15 
@RyGuy, it will still function. i did not need to change the code, only change the version number. As soon a i have time i will make it work for both versions.
RyGuy971 4. mar. 2020 kl. 16:31 
does this still work on 1.0? the in built mod manager says it may not function correctly
CynicalCoffee 4. mar. 2020 kl. 10:23 
Thank you very much!
onkelflorian  [ophavsmand] 4. mar. 2020 kl. 10:12 
its updated!
onkelflorian  [ophavsmand] 4. mar. 2020 kl. 9:54 
sure, at it right now ;)
CynicalCoffee 3. mar. 2020 kl. 11:14 
Do you have plans to update this mod to 1.1? Thanks
Osprey 12. dec. 2019 kl. 2:00 
time for the legendary gold statues
Osprey 12. dec. 2019 kl. 2:00 
ahh yes
onkelflorian  [ophavsmand] 2. okt. 2019 kl. 14:33 
thanx! :steamhappy:
Kwynn 2. okt. 2019 kl. 10:20 
This is pretty good, no cap.
JinxLuckless 19. sep. 2019 kl. 21:59 
Okay, thanks!
onkelflorian  [ophavsmand] 19. sep. 2019 kl. 21:33 
@Jinx: Yes it will increase the price of all items that are influenced by quality but effectivly only things that are high priced by standard... something out of plain leather will not reach the max gain anyway but a marine armors price from a trader will increase sigificantly. (~10k/legendary)
JinxLuckless 19. sep. 2019 kl. 14:38 
Will this also increase the price for items I'm buying from traders?

Thanks!
onkelflorian  [ophavsmand] 19. sep. 2019 kl. 7:21 
@test i updated the mod with screenshots now you might understand better... also its a patch now not an xml overwrite anymore...
onkelflorian  [ophavsmand] 19. sep. 2019 kl. 4:53 
if your Material and laber costs IE 1200 the quality is legendary and you part is at 100% health youll reach max price of 4200. the 500% will give you a maximum gain of 3000. with this mod you will always get 500% so in this example 6000. i hope that makes sense :D

im working on an update already so its not an XML overwrite anymore... for better compability...
test 19. sep. 2019 kl. 2:57 
what does maximum gain mean? Isn't gain fixed?