RimWorld

RimWorld

Dynamic Weapon Cooldown
78 kommentarer
xuelin For 20 timer siden 
VEF has been updated and is not compatible. He has replaced the relevant DEF. The DEF originally related to weapon cooling has been subdivided into long-range and melee, divided into three DEFs
Six Feet Under 10. sep. kl. 8:16 
How does this interact with cooldown reduction?
Futstub 26. aug. kl. 4:21 
So this doesn't have mod settings to make it less OP?
Hibiki Yuta 17. aug. kl. 17:04 
It is a great mod! I like it a lot. However the default adjustment curve is too op for me. Will you consider adding a mod setting tab so that we can change the modification curve/values? Thanks.
Arlington 2. aug. kl. 13:15 
excellent... excellent
PixelBirb  [ophavsmand] 29. juli kl. 3:55 
@Frank Completely safe, should've clarified it myself in the description
Frank 28. juli kl. 18:13 
Would it be safe to remove this from a playthrough?
Stellar Harbour 14. juli kl. 12:52 
Can you make no weapon aiming mod?
PixelBirb  [ophavsmand] 12. juli kl. 8:20 
@aap5454 yes, the weapon doesn't show the actual cooldown, since the cooldown multiplier belongs to the pawn, not the weapon. Coding this multiplier to directly affect the weapon a pawn is currently holding will be absolutely not worth the effort (assuming this is even possible without rewriting the game), so I simply chose not to
Commander Link 12. juli kl. 5:50 
awesome wooohoooo.although i was just making a joke about how others said stuff like 2.0 when.

but this mod is 100% needed so im happy to see it return
aap5454 12. juli kl. 5:02 
Not sure if it's something on my end or actually intended, but is it correct that the actual weapon cooldown isn't shown correctly when looking at the weapon? My pawn has it equipped, and it doesn't show a lower cooldown. It is actually applied when shooting though, as he recovers faster than a different pawn with an identical weapon.
PixelBirb  [ophavsmand] 12. juli kl. 3:55 
updated, can't do with Duplicity though :(((
Commander Link 12. juli kl. 2:44 
will it be compatible with Duplicity? the 17th rimworld DLC?
Commander Link 12. juli kl. 2:44 
when is this coming for 8.6
Hecker Man 11. juli kl. 15:45 
2.0 when
Felnel 11. juli kl. 15:30 
1.6?
「Brainiac」 11. juli kl. 10:36 
1.6? no pressure
PixelBirb  [ophavsmand] 29. mar. kl. 3:43 
@NeverAgain thanks for the notice, this stat has been renamed
uoh 28. mar. kl. 13:47 
@PixelBirb
The pawn stat introduced by mod is `Ranged weapon cooldown factor`. But actually, it indeed affects melee/unarmed/ranged cooldown. Is this naming just a typo or has some history background? Will you consider rename to avoid confusion ?
PixelBirb  [ophavsmand] 13. jan. kl. 1:57 
@IlostmylimbsbutnotNNN Correct, this is a curve with points that specify how cooldowns are affected on different manipulation (and sight) capacity. In the <points>, the value on the left is a decrease/increase in cooldown while the value on the right is a capacity at which the buff/debuff should be applied. The postprocessing of these values is quite confusing but its easily modifiable
IlostmylimbsbutnotNNN 11. jan. kl. 17:02 
For those who want to edit the size of the effect, what I did is edit the XML file and change the difference from 1 for the rightmost numbers inside <points>

For instance, if you want to half the effect I'm pretty sure you do this:

points>
<li>-2, 0.6</li>
<li>-1.5, 0.625</li>
<li>-1, 0.65</li>
<li>-0.5, 0.7</li>
<li>0, 0.775</li>
<li>0.5, 0.875</li>
<li>1, 1</li>
<li>2, 1.5</li>
</points>

Idk if it's exactly correct, so PixelBirb has to verify, but that's how I changed the values at least. Just wanted to put it out there for those confused.
PixelBirb  [ophavsmand] 30. nov. 2024 kl. 10:11 
@Dr Jimothy it affects any sort of cooldown an attack can have. It affacts all; ranged, melee and even unarmed attacks
Dr Jimothy 30. nov. 2024 kl. 7:29 
Does this affect all weapons, or just ranged / melee / only reloading / only aiming?
Also, if I use melee weapons: speed and damage, will the effects multiply together, overwrite, etc?
d_valroth 14. nov. 2024 kl. 8:52 
Pretty sure it would only effect semi-auto, large caliber weapons as well. The cooldown of an assault rifle is already like 0.36 seconds.
d_valroth 14. nov. 2024 kl. 8:45 
It would change RPM as that is what cooldown is in CE, not an abstraction of reloading. So somehow your pawn makes the gun's physics go faster.
Tye-Wynd 13. nov. 2024 kl. 15:14 
for CE does this change RPM or reload speed?
Gaming 9. juni 2024 kl. 3:46 
thanks
PixelBirb  [ophavsmand] 27. maj 2024 kl. 0:19 
@kyenn_zeratul as I've mentioned in a previous comment, you can make the attack cooldown only up to 5 times smaller, so it shouldn't be THAT overpowered
kyenn_zeratul 13. maj 2024 kl. 19:20 
What happens if I use this mod with the Sandevistan mod, which increases manipulation a thousandfold?
PixelBirb  [ophavsmand] 6. maj 2024 kl. 23:00 
@Gaming the loading order of this mod shouldn't break anything, as long as it loads after the required VE framework
Gaming 20. apr. 2024 kl. 17:38 
should this be loaded before or after any weapon mods?
Farron 15. apr. 2024 kl. 14:58 
Thank you
PixelBirb  [ophavsmand] 15. apr. 2024 kl. 13:33 
@Farron can be added or removed mid save, don't worry about it
Farron 15. apr. 2024 kl. 13:13 
Can this be added mid save?
Zajian 11. apr. 2024 kl. 14:02 
I appreciate you. Thanks!
PixelBirb  [ophavsmand] 11. apr. 2024 kl. 9:26 
@Zajian updated, didn't really have to do anything because of the simplicity of this mod, but I didn't have the time to play the game to thoroughly test it
Zajian 10. apr. 2024 kl. 11:01 
Any plans on updating to 1.5?
weedspagon 6. apr. 2024 kl. 4:15 
no longer are my archo-badasses limited to spears and swords: rapidfire throwing rocks go!
PixelBirb  [ophavsmand] 11. feb. 2024 kl. 10:56 
@trind964 I also can try making configuration settings for this mod, but I won't guarantee anything for now
PixelBirb  [ophavsmand] 11. feb. 2024 kl. 10:44 
@trind964 it does cap out at 400% manipulaton, making a cooldown up to 5 times smaller. I've set the cap at this point for balance reasons, because anything beyond that is insane, but if you want to go that far, you can manually edit the values in the patch file of the mod. It shouldn't be hard since you just need to change a few numbers and test them out
trind964 11. feb. 2024 kl. 3:19 
I think the cooldown caps out at 300-400% manipulation. Is there anyway you can remove the cap?
PixelBirb  [ophavsmand] 21. dec. 2023 kl. 7:22 
@Kylo99 of course, it does work with both sides
Kylo99 21. dec. 2023 kl. 4:56 
I play with CE which i shouldve specified. I assume that it works for raiders too so both get the enhancements?
PixelBirb  [ophavsmand] 6. dec. 2023 kl. 3:15 
@Kylo overall, I think this is definetly overpowered in some capacity, but it doesn't really break the
vanilla balance
this mod gives you a significantly bigger payoff when enchancing your fighters with bionics, but it can also severely screw you over if said fighters have their arms injured
Kylo99 5. dec. 2023 kl. 10:10 
how balanced is this? i dont mind overpowered as long as its not game breakingly good.
pewpewdewd 19. nov. 2023 kl. 13:07 
can actually have ranged specialized supersoldiers instead of them all devolving into cyborg cavemen with sharp sticks because their ranged dps wouldnt be affected in vanilla
McTibu420 5. nov. 2023 kl. 4:11 
Though the hands were tennis balls for a good like, 20 seconds
PixelBirb  [ophavsmand] 31. okt. 2023 kl. 10:16 
@Adantei yes, it is essentially a simple patch
Adantei 30. okt. 2023 kl. 18:17 
can this be added mid save? this seems like something worth using to spice up firepower without adding more weapons.
PixelBirb  [ophavsmand] 26. sep. 2023 kl. 21:12 
@BloodW0lf bad manipulation will increase the weapon cooldown time, up to 200%