RimWorld

RimWorld

Un-Un-Limited
22 Comments
TokoYulip 18 Jun @ 6:31am 
This mod used alongside EndlessGrowth seem to function on 1.6 unstable. I have a pawn at level 26 in Intellect with no issues.
MasonNasty 18 Feb @ 12:28pm 
This is not the mod you're looking for, you're looking for Un-limited Reborn.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3295368629&searchtext=Un-limited+reborn
core 4 Nov, 2024 @ 1:17am 
Does this uncap butcher efficiency?
Some_one 11 Jun, 2024 @ 4:04pm 
now i can use level this again, thanks.
CTH2004 12 May, 2024 @ 11:45am 
@Zyro

Forgot to mention (I think), I sent a friend request so I can add you as a contributor to my mod (:

If you don’t want me to add you as a contributor, either:
1. Deny the friend request
2. Accept the request but tell me you don’t want to be marked as a contributor (if you want to have a crazy person on your friend list)
Zyro  [author] 5 May, 2024 @ 4:59pm 
I checked and trade prices are actually unpatched both here and in the original Un-Limited. It caps at 39.5% in vanilla (with really specific setups and/or an ideology precept) so you can't buy and sell the same thing back and forth at a profit.
Hammerlord 5 May, 2024 @ 12:35pm 
This is just what I needed while the original un-limited gets updated! Question though, since you said this is a blanket un-limiting, does it have a risk of breaking trade prices?
CTH2004 3 May, 2024 @ 3:31pm 
uploaded update for it
CTH2004 3 May, 2024 @ 1:26pm 
great, thanks!

my mod will, eventually, use XML extensions for other stuff, and possibly for other unlimiting parts. But, it will still be in the "unlimit everything", the extensions will be for allowing, well, not sure, hence I might not use it for unlimiting (: (but I will end up using it for some dynamic patches elsewhere). Also plan on linking here so "if you just want the unlimmiting portion, see here!"

Also, would you (I personally vote for "yes") like to be added as an autor/ contributer on the steam page?
Zyro  [author] 3 May, 2024 @ 12:25pm 
@CTH2004 Yeah, you can go ahead and use everything in my mod.

@Metal LED Regular Un-Limited has options to cap or uncap specific stats, this one is just all or nothing and doesn't use XML Extensions in case another mod's incompatible. They'll function exactly the same otherwise and HAR apparently just patched the bug on their end so you can use either.
Metal LED 3 May, 2024 @ 9:40am 
What's the difference between this and the other Un-Limited 1.5 port? Which one works better?
CTH2004 3 May, 2024 @ 9:17am 
@Neville

Some mods (such as “Superhero Genes” add genes that surpass limits) unlimmiting. Or you should get doge higher than 60%, but that’s limited. So, combine with this, and those genes work! (Granted, Superhero Genes comes with an armour unlimmiting feature, but still, pretty important nonetheless for other stats)

And,
CTH2004 3 May, 2024 @ 9:17am 
@Zyro
Also, do you have an answer to my question? (Just so you know, I made a GitHub branch with the changes, (mentioning you as the author of that code, adding you as a mod author, ect. ) I also pre-made one with your mode as a requirment. Main reason I ask is I want to upload it soon, as both are important changes, and there is a (slim) chance that loading them seperate could cause issues.

Also, I have an idea for a mod that once again would primarily re-use your code, but also factor in un-limited, a kinda halfway point, but possibly buggier. Partially as a “continuation” of un-limited (I asked their permission to take medium-large quantities of their code as well, albeit theirs is more a continuation), and one of my other mods could use this code being built in as well, so may I do that as well (so re-use your code in 2.5 places)

Thanks!
Molay 3 May, 2024 @ 5:49am 
Gotcha, thanks for the explanation! Yeah I'm not running anything "crazy" modded, powerlevel is pretty much all around vanilla expanded set of mods - the most OP things would be cataphract armor and archotech blades, I reckon. But in that case it should all be fine :) Thanks again!
Zyro  [author] 3 May, 2024 @ 5:23am 
In vanilla, armor caps out at 200% but I'm pretty sure the only thing in the game that actually reaches that is Legendary Cataphract armor, and not even stellic guards have that. You'll be fine with charge weapons, monoswords, or just guys with blunt weapons. Main things to worry about are overpowered mod factions like Kraltech or Void since it might be literally impossible to damage them without a weapon from the same mod.
Molay 2 May, 2024 @ 8:41pm 
Thanks so much for this! I've never used an armor unlimiter -- anything particular to consider here? I run essentially the full Vanilla Expanded suit of mods, including the guns. Am I good to go with that or will stuff like cataphract armor cause issues?
Heu, Iterum Id Feci 2 May, 2024 @ 12:41am 
HAR has a fix for XML Extensions. As long as you load HAR last both mods should work together fine.
CTH2004 1 May, 2024 @ 9:11pm 
Alright, thanks!

May I make this a Requirment of my mod? Or if the code is so simple, may I integrate a very similar patch into my mod? Thanks!
Zyro  [author] 1 May, 2024 @ 6:29pm 
There's no versioning or anything and the patch is really simple so it'll probably run for any future version too. I'll probably update the version number if I remember though for sake of mod organizers.
CTH2004 1 May, 2024 @ 3:51pm 
Is this mod temporary, or do you plan on keeping it around, if necessary updating it to 1.6, ect.?
T_GabiUel 30 Apr, 2024 @ 5:16pm 
Thank you!
SanguinarcAQL 30 Apr, 2024 @ 7:24am 
thanks for the mod