RimWorld

RimWorld

Better Speed
31 Comments
Sesame 5 Nov, 2022 @ 10:25am 
It looks like this mod no longer works with the introduction of 1.4 :(
submeg 10 Nov, 2018 @ 9:21pm 
Awesome, thank you so much!
Fumblesneeze  [author] 3 Nov, 2018 @ 9:09pm 
AbacateVito 26 Oct, 2018 @ 12:08pm 
I would prefer that you update this one. So, most people don't have to resubscribe to another, BUT, at the same time, upload a previous version too, so people that didn't updated their game, won't lose access to the mod at all
Fumblesneeze  [author] 26 Oct, 2018 @ 11:25am 
what would you prefer?
AbacateVito 23 Oct, 2018 @ 2:29pm 
Great! Waiting anxiously!
Also, will you update this very item or upload a new one with the 1.0 update?
Fumblesneeze  [author] 23 Oct, 2018 @ 10:25am 
will do a 1.0 update but a little busy at the moment.
submeg 22 Oct, 2018 @ 12:16am 
Hey fumblesneeze, are you going to do an update for v1.0?
Gwenhyfer 30 Aug, 2018 @ 10:30am 
I love this mod! Will it be updatet to 0.19? Would be really great! :-)
RPapa 22 May, 2018 @ 7:18pm 
ok so if you have this mod don't have the projectile speed faster then 4. It will pop all kinds of red flags and de-register the bullets
Turkeybacon Timmy 29 Jan, 2018 @ 8:01pm 
Tried your mod, I love some of the mechanics but it seems that no matter what I put the movement speed settings to, pawns fly at insane speeds around the place.
Fumblesneeze  [author] 4 Oct, 2017 @ 1:10pm 
Can you send me your savefile? I've tried this using the debug colony which has about 20-30 colonists and all kinds of jobs and everything is still smooth.
Fumblesneeze  [author] 4 Oct, 2017 @ 12:53pm 
I've had this issue before, too, but I could never pinpoint it. I have no idea what in this mod could cause those issues, don't even know if it is this mod or not. Have you tried only running this with no other mods?
Fumblesneeze  [author] 24 Sep, 2017 @ 9:08am 
@auamoti I've just uploaded a patch, try it out :) @intolerantape have you tried with ridiculous values? like 100?
auamoti 22 Sep, 2017 @ 1:18pm 
<whooosh> rescued.
auamoti 22 Sep, 2017 @ 1:18pm 
ok it works so much better now and the customize option is great. one thing i notice is that when colonists rescue people they take this one action at lightspeed.
intolerant 14 Sep, 2017 @ 12:11pm 
It doesn't seem to matter what value I set for walking speed. The pawns zip around at the same speed no matter what.
DanceCommanda 7 Jun, 2017 @ 6:08pm 
Loving so far, thanks!!
Fumblesneeze  [author] 29 May, 2017 @ 7:49am 
A17 update and slowed down animals.
AbacateVito 26 May, 2017 @ 6:01pm 
Will it be updated to A17?
auamoti 29 Apr, 2017 @ 2:21pm 
this would really help counteract against time consuming mods (like dubs bad hygiene) but there are a few issues at the time of this post. wild animals are unplayable fast, can't use guns to hunt. random lightspeed travel from colony pets. yeah its too much of a speed-up and there is some buggy components but hope you get it worked out. good idea
Fumblesneeze  [author] 23 Apr, 2017 @ 7:24am 
I replaced the vanilla carry pawn speed penalty with the carry weight mechanic, if some other mod also does some things to compensate for the vanilla penalty it could get funky.
Chaos Legion 22 Apr, 2017 @ 1:07pm 
I konw I have a crapton of mods but when I install yours my pawns that carry injured people move at lihjting speed.
Fumblesneeze  [author] 13 Apr, 2017 @ 2:43pm 
yeah that's why ranged cooldown tweaks are there. Animals do indeed move a lot quicker, probably because they aren't carrying anything and hence aren't affected by the carry penalty like colonists... If you have any ideas regarding that let me know.
TheThinker93 11 Apr, 2017 @ 9:12pm 
Great mod, and very interesting ... but it does have one issue. Animal that attack in revenge move MUCH faster. Guy shot a Polar Bear at 80ish squares away with a sniper with a relatively quick (2secs or so) reload, and the bear was clawing his face off before he could get his second shot off.

Might wanna look into that.
Fumblesneeze  [author] 1 Apr, 2017 @ 3:56am 
I doubt it. Have you deactivated this mod to confirm?
Fumblesneeze  [author] 30 Mar, 2017 @ 2:14pm 
In that case it's fully compatible. This mod makes global changes to all values by multiplying the base values with a modifier, so since SSR only changes the base values those will then get picked up by this mod.
XeoNovaDan 30 Mar, 2017 @ 2:09pm 
SSR is purely XML
Fumblesneeze  [author] 30 Mar, 2017 @ 2:08pm 
it depends on SSR, if it's made with harmony it should be compatible. In general, this should not lead to any conflicts, worst case only one method of both mods work.
XeoNovaDan 30 Mar, 2017 @ 11:26am 
Awfully coincidental to stumble upon this as I was prowling around the latest releases out of curiosity for anything intriguing, and I can feed back on this:

If you want SSR's aiming time, load this before Shooting Skill Rebalanced, otherwise load it after.
AbacateVito 30 Mar, 2017 @ 11:07am 
Compatible with Shooting Skill - Rebalanced?

Since it will change the aiming time