RimWorld
Dynamic Weapon Cooldown
89 comentarii
PixelBirb  [autor] 8 oct. la 13:29 
damn, my bad, didn't notice that
Basically did the same thing RadioDoggo did, now it should work as intended, with the same (un)balance
RadioDoggo 8 oct. la 13:24 
Yep, having the same issue. I fixed it by going into Patches/CooldownPatch.xml in the mod files and getting rid of the " - " symbols for the scale values.

So <scale>-1<scale> was changed to <scale>1<scale>. Repeat for all four of those in the file. Worked like a charm right after :steamthumbsup:
ZeroNoPocky 8 oct. la 12:31 
Manipulation above 100% affect "Range attack speed factor" to turn into negative instead, causing pawn to be shooting slower
JamieDave 7 oct. la 21:00 
Manipulation capacity now increases weapon cooldown after the update instead of decrease. Maybe because the new def is "AttackSpeed" rather than "Cooldown"?
PixelBirb  [autor] 7 oct. la 10:45 
Mod is now updated. VEF split the cooldown stat into two separate ones for melee and ranged. My patch now affects both in the same way, like it did before. Apologies for such a delay for a trivial fix
benny30912 6 oct. la 10:01 
As @xuelin mentioned, the recent VEF update split VEF_VerbCooldownFactor into VEF_RangedCooldownFactor, VEF_MeleeAttackSpeedFactor, and VEF_RangeAttackSpeedFactor.

You can simply open the Patches\CooldownPatch.xml file and change [defName = "VEF_VerbCooldownFactor"] to one of those. At least it will prevent the error log from appearing, though I’m not sure if it actually works as intended.
legend 6 oct. la 9:39 
The mod is currently broken since Vanilla Expanded Framework updated, please don't spam the comment section with error logs so people can actually find out what happened.
Zombyed 6 oct. la 9:29 
same error
不善言辞钟表头 6 oct. la 0:15 
(System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
不善言辞钟表头 6 oct. la 0:15 
[Dynamic Weapon Cooldown - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/StatDef[defName = "VEF_VerbCooldownFactor"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: D:\steam\steamapps\workshop\content\294100\3038525914\Patches\CooldownPatch.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Finalizer (System.Exception,Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch1 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch2
acerew2436 5 oct. la 7:31 
To compliment @xuelin's comment, I'm getting the following errors related to this mod:
[Dynamic Weapon Cooldown - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/StatDef[defName = "VEF_VerbCooldownFactor"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3038525914\Patches\CooldownPatch.xml
xuelin 3 oct. la 2:29 
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 sept. la 8:16 
How does this interact with cooldown reduction?
Futstub 26 aug. la 4:21 
So this doesn't have mod settings to make it less OP?
Hibiki Yuta 17 aug. la 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. la 13:15 
excellent... excellent
PixelBirb  [autor] 29 iul. la 3:55 
@Frank Completely safe, should've clarified it myself in the description
Frank 28 iul. la 18:13 
Would it be safe to remove this from a playthrough?
Stellar Harbour 14 iul. la 12:52 
Can you make no weapon aiming mod?
PixelBirb  [autor] 12 iul. la 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 iul. la 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 iul. la 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  [autor] 12 iul. la 3:55 
updated, can't do with Duplicity though :(((
Commander Link 12 iul. la 2:44 
will it be compatible with Duplicity? the 17th rimworld DLC?
Commander Link 12 iul. la 2:44 
when is this coming for 8.6
Hecker Man 11 iul. la 15:45 
2.0 when
Felnel 11 iul. la 15:30 
1.6?
「Brainiac」 11 iul. la 10:36 
1.6? no pressure
PixelBirb  [autor] 29 mart. la 3:43 
@NeverAgain thanks for the notice, this stat has been renamed
uoh 28 mart. la 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  [autor] 13 ian. la 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 ian. la 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  [autor] 30 nov. 2024 la 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 la 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 la 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 la 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 la 15:14 
for CE does this change RPM or reload speed?
Gaming 9 iun. 2024 la 3:46 
thanks
PixelBirb  [autor] 27 mai 2024 la 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 mai 2024 la 19:20 
What happens if I use this mod with the Sandevistan mod, which increases manipulation a thousandfold?
PixelBirb  [autor] 6 mai 2024 la 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 la 17:38 
should this be loaded before or after any weapon mods?
Farron 15 apr. 2024 la 14:58 
Thank you
PixelBirb  [autor] 15 apr. 2024 la 13:33 
@Farron can be added or removed mid save, don't worry about it
Farron 15 apr. 2024 la 13:13 
Can this be added mid save?
Zajian 11 apr. 2024 la 14:02 
I appreciate you. Thanks!
PixelBirb  [autor] 11 apr. 2024 la 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 la 11:01 
Any plans on updating to 1.5?
weedspagon 6 apr. 2024 la 4:15 
no longer are my archo-badasses limited to spears and swords: rapidfire throwing rocks go!
PixelBirb  [autor] 11 febr. 2024 la 10:56 
@trind964 I also can try making configuration settings for this mod, but I won't guarantee anything for now