RimWorld

RimWorld

Max Gain Cap Removal
37 Comments
ConspiracyPizza 30 Sep, 2024 @ 8:06am 
seems to work fine in 1.5
ripshawe 22 May, 2024 @ 6:03pm 
Love this mod! Can't wait for the update :)
Lord Asriel 7 May, 2024 @ 3:06am 
We need you to make us rich, king!! 1.5! I beg thee
Gasdobun 13 Apr, 2024 @ 1:36am 
1.5 update? c:
onkelflorian  [author] 22 Oct, 2022 @ 11:07pm 
update is there! have fun...
Victor 22 Oct, 2022 @ 6:26pm 
Can you update it for 1.4? Thanks a lot!
Blooest 25 Jul, 2021 @ 5:32pm 
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  [author] 25 Jul, 2021 @ 12:03pm 
it should be working now :steamhappy:
Aug 25 Jul, 2021 @ 12:02pm 
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  [author] 25 Jul, 2021 @ 10:32am 
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 Jul, 2021 @ 3:29pm 
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  [author] 17 May, 2021 @ 11:18pm 
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 May, 2021 @ 3:58pm 
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 @ 7:27am 
Thanks.
onkelflorian  [author] 27 Aug, 2020 @ 11:03pm 
@Tyrant thanks for the info! i will update this asap!
Tyrant 23 Aug, 2020 @ 10:41am 
The packageId field in About.xml only allows letters and dots. Please change "Onkelflo.MaxGainCapRemoval_copy" to "Onkelflo.MaxGainCapRemoval.copy" or "Onkelflo.MaxGainCapRemoval".
onkelflorian  [author] 22 Aug, 2020 @ 11:34am 
its online... have fun!
onkelflorian  [author] 22 Aug, 2020 @ 11:18am 
yes i will check it out soon...
Bud 21 Aug, 2020 @ 3:29pm 
will this be updated again?
RyGuy971 10 Mar, 2020 @ 4:24pm 
It works, thank you very much, however the warning from the game remains.
onkelflorian  [author] 6 Mar, 2020 @ 9:27am 
@RyGuy, check it, i tested it in both versions. it should be a valid mod version in 1.0 and 1.1...
onkelflorian  [author] 6 Mar, 2020 @ 9:15am 
@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 @ 4:31pm 
does this still work on 1.0? the in built mod manager says it may not function correctly
CynicalCoffee 4 Mar, 2020 @ 10:23am 
Thank you very much!
onkelflorian  [author] 4 Mar, 2020 @ 10:12am 
its updated!
onkelflorian  [author] 4 Mar, 2020 @ 9:54am 
sure, at it right now ;)
CynicalCoffee 3 Mar, 2020 @ 11:14am 
Do you have plans to update this mod to 1.1? Thanks
Osprey 12 Dec, 2019 @ 2:00am 
time for the legendary gold statues
Osprey 12 Dec, 2019 @ 2:00am 
ahh yes
onkelflorian  [author] 2 Oct, 2019 @ 2:33pm 
thanx! :steamhappy:
Kwynn 2 Oct, 2019 @ 10:20am 
This is pretty good, no cap.
JinxLuckless 19 Sep, 2019 @ 9:59pm 
Okay, thanks!
onkelflorian  [author] 19 Sep, 2019 @ 9:33pm 
@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 @ 2:38pm 
Will this also increase the price for items I'm buying from traders?

Thanks!
onkelflorian  [author] 19 Sep, 2019 @ 7:21am 
@test i updated the mod with screenshots now you might understand better... also its a patch now not an xml overwrite anymore...
onkelflorian  [author] 19 Sep, 2019 @ 4:53am 
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 @ 2:57am 
what does maximum gain mean? Isn't gain fixed?