RimWorld

RimWorld

Un-Limited Reborn
262 Comments
Simonhez 5 hours ago 
my bad guys! thank you so much!
NuanKi  [author] 7 hours ago 
Essentially
so lemme get this straight. this mod removes the limit on part efficiency and stuff and endless growth is for levels?
NuanKi  [author] 11 hours ago 
Yeah
Ki_Shadow 12 hours ago 
Can I add this mod mid save?
NuanKi  [author] 19 hours ago 
Thanks horologium :steamhappy:
horologium 19 hours ago 
you are straight up at the wrong mod my guy. you want Endless Growth for skills
Simonhez 19 hours ago 
its not working for me. skills wont go higher than 20. no other mods but this one or its dependencies
horologium 10 Jul @ 10:50pm 
🗣🗣🗣🗣🗣🗣🗣🗣🗣
NuanKi  [author] 10 Jul @ 10:48pm 
we all want to do a PatchOperationRemove to the TaxDef :steamsad:
horologium 10 Jul @ 10:23pm 
thanks for working to get this onto 1.6! this mod has absolutely healed my 1.5 modlist and im excited to set it up in 1.6 as well.

can you possibly add a patch down the line that lets this work on humans (colonists) in real life? the IRS is trying to get a hold of me and id really like to just cherry pick TaxDef out so i dont have to deal with it
NuanKi  [author] 10 Jul @ 10:16pm 
Added translation support to make it easier for translators
NuanKi  [author] 8 Jul @ 11:15pm 
Fixed
NuanKi  [author] 8 Jul @ 10:58am 
(*>ω<*)♡ disable the skill type in advanced, an update for XML disabled the use of float numbers in the numeric setting
NuanKi  [author] 8 Jul @ 10:07am 
Indeed, will fix shortly
fug 8 Jul @ 1:13am 
I think the XML Extensions update yesterday broke the skill need factors config, I can't enter a decimal into the text field anymore.
rogywantscoffee #1 hater 7 Jul @ 11:50am 
omg im so sorry i posted that comment in the wrong mod
NuanKi  [author] 7 Jul @ 11:00am 
Pls check Bug Reports discussion
(*>ω<*)♡ 7 Jul @ 9:32am 
Mod was working fine but now all my skill yields and success chances are 0%. Resetting the mod didn't change anything
NuanKi  [author] 4 Jul @ 12:09pm 
Probably its safe, but you can deactivate everyrhing to make it work like vanilla
DANIlIlICH 4 Jul @ 1:05am 
Can this mod be removed midgame? I know it's not good to do that, bit still?
rogywantscoffee #1 hater 27 Jun @ 8:55pm 
yeah i have xml extensions
NuanKi  [author] 27 Jun @ 8:21pm 
Also I can't help you or understand what's causing the error with no Log, pls see the bug reports discussion.
NuanKi  [author] 27 Jun @ 8:18pm 
Do you have XML extensions?
rogywantscoffee #1 hater 27 Jun @ 7:18pm 
it keeps saying failed to find a node (xpath) and it also says xml apply patch failed
NuanKi  [author] 27 Jun @ 5:31pm 
- Updated to 1.6
NuanKi  [author] 26 Jun @ 11:36pm 
XML Extensions has been updated to 1.6, a few hours ago, so this will update too
NuanKi  [author] 23 Jun @ 5:09pm 
If you are trying to use it on 1.6 then yes, XML Extensions is not updated yet.

If you are in 1.5 the mod works perfectly, but you can try deleting the config file for XML Extensions (is called XMLMod)
rogywantscoffee #1 hater 23 Jun @ 4:09pm 
is xml completely broken? like i cant use it without the errors?
NuanKi  [author] 18 Jun @ 11:31pm 
Thanks for the info, I'll be looking for alternatives in the meantime
D9sinc 18 Jun @ 12:18pm 
FrozenSnowFox (who also uses XML extension) says that the mod may not get updated. He said his 3 options are either, Wait for Mlie to possibly take it over, there is a modder he called Nina who is supposedly working on her own framework that he would switch to OR he would remove the need for XML extensions and just have everything in his Tweaks mod enabled unless the player deleted the patches they didn't want in the mod files themselves.
NuanKi  [author] 18 Jun @ 12:32am 
@TokoYulip After quick testing, XML Extensions appears broken in 1.6 (causes black screen for me), so this mod won't work either in 1.6 until XML Extensions updates.
TokoYulip 17 Jun @ 10:18pm 
I was afraid to use this mod cause I just saw a wall of error when booting up the game. Can the errors be ignored meanwhile waiting for XML Extensions to update? We just won't have access to the in-game settings right?
NuanKi  [author] 17 Jun @ 9:25pm 
@Mugwump yep, I'm waiting for XML Extensions to be updated for 1.6, though it should work in 1.6 atm.
xxXShadowL0rd420Xxx 15 Jun @ 4:59pm 
any plans for 1.6?
Sushima-Carmine 29 May @ 6:19pm 
@Nuanki Thank you for the heads up. I had misunderstood that Trade Price Fix is not necessary.
I'll be adding it back to my list, thank you. :D
NuanKi  [author] 29 May @ 10:37am 
In Vanilla Rimworld you cant sell at higher price than the other party, so eventually everything will cost and sell for less than $1, thats why Trade Price Fix is recommended to fix that
Sushima-Carmine 29 May @ 3:16am 
Hello! Is Trade Price Fix necessary if one has this mod?
NuanKi  [author] 16 May @ 7:47pm 
The Gear tab (vanilla and modded ones) only show up to 200% even if the value is higher, this is thanks to how RimWorld handles the tab in it's internal code, for you to see the values you can check the apparel stats
Deankiller Turnupseed 16 May @ 3:59pm 
you can deactivate armor cap in the settings
NanoDesu 16 May @ 3:40pm 
Armor seems to still be capped at 200%, does this mod only consider the raw pawn and the hediffs?
NuanKi  [author] 15 May @ 8:18pm 
You can also change the skill type in the advanced options and lower the numbers at what you think would be a good amount for the yield
Gneeling 15 May @ 8:06pm 
Looks like it has something to do with increased manipulation, guessing I made my guy too OP!
Gneeling 15 May @ 8:00pm 
I have colonists with 100+ stats but I don't want their yields to increase. I've turned off the limit and max value remover for plant harvest and mining but they still get super high yields. What am I doing wrong?
DiademDracon 9 May @ 11:03pm 
The issue with autosort(or any automated system like that) is that if any of my other mods are knocked around in relation to each other, my game WILL brick itself
NuanKi  [author] 9 May @ 6:49pm 
But if u are using rimworld normal sort i recommend u use Rimsort
NuanKi  [author] 9 May @ 6:49pm 
Auto sort is fine
DiademDracon 9 May @ 1:39pm 
Where should this go in the load order?
Klao15831 22 Apr @ 1:22pm 
Using this with VOID and Rimworld of Magic. Shit's wild.
Chaoticrow 15 Apr @ 3:08am 
@NuanKI

It seems I've found the problem. "Psysensitivity affects more" mod had a real big problem with sensitivity uncapped. It adds more neural heat with psysensitivity. However when sensitivity is above 5-600 it just overheats lol.

Thank you for the information and the pointers!