RimWorld

RimWorld

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Dynamic Weapon Cooldown
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Mod, 1.4, 1.5, 1.6
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208.772 KB
20. zář. 2023 v 8.38
8. říj. v 13.27
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Dynamic Weapon Cooldown

Popis
The cooldown of any weapon now depends on the manipulation capacity of the pawn holding it.
Have fun creating legit supersoldiers.

Also consider checking out Quality Cooldown and Simple Prosthetics Rebalance to make this mod even more o̶v̶e̶r̶p̶o̶w̶e̶r̶e̶d̶ fun.

Safe to add/remove from a current playthrough.

And, just to clarify, it does work with Combat Extended.
Počet komentářů: 97
DanZinagri 24. lis. v 23.47 
As a note, if you want to continue to use this one instead of mine, you may need to tweak your postprocesscurve value as well. This curve was made assuming you wanted the value to go up, not down; thus its really easy with that curve to hit the floor of 1% cooldown. I have a modified curve on mine, but yeah this isn't as 1:1 of a conversion as i had initially thought.
DanZinagri 24. lis. v 19.05 
So i was slightly off, while the patch does work, the scale doesn't work the same. The VEF version high number = good, with the vanilla one high number = bad.
So you need to set the scale to -1 if you want to accomplish the same thing as before, otherwise higher manipulation actually slows your attacks.

I went ahead and just made an updated version with the fixed xml, as well as a settings menu so you can increase/decrease the impact manipulation has
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3611982780
Zombyed 24. lis. v 1.59 
thx spy
spy 21. lis. v 4.07 
What DanZinagri says is true. Mod is currently bugged due to a new update to Vanilla Expanded Framework. VFE has updated their StatDefs involving (Ranged/Melee)AttackSpeedFactor, instead of using those, it uses vanilla's new (Ranged/Melee)CooldownFactor.

How to fix this: Go in this modpack's folder and go into it's XML patch (CooldownPatch). Find the attackspeedfactors of both damage types (ranged and melee) and replace the ranged damagefactor with "VEF_RangedCooldownFactor" and the melee with "MeleeCooldownFactor". This worked for me and I opened the game without errors.

If my help doesn't solve it and you still see errors, try removing and or adding VEF_ before the defs and experiment with it. Also maybe the creator of the mod could fix this, as it's quite an easy change.
DanZinagri 17. lis. v 7.58 
ok i swapped the patch on my end to target these statDefs and it seemingly worked
DanZinagri 17. lis. v 7.46 
It looks like they deleted their own and opted to use the core game's MeleeCooldownFactor and RangedCooldownFactor so it might be possible to attach the patch to those statDefs
DanZinagri 17. lis. v 7.35 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
Ash_YO 14. říj. v 4.46 
Amazing mod, thanks!
PixelBirb  [autor] 8. říj. v 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. říj. v 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: