RimWorld

RimWorld

437 ratings
Dynamic Weapon Cooldown
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Mod, 1.4, 1.5, 1.6
File Size
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208.772 KB
Sep 20, 2023 @ 8:38am
Oct 8 @ 1:27pm
7 Change Notes ( view )

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Dynamic Weapon Cooldown

Description
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.
97 Comments
DanZinagri Nov 24 @ 11:47pm 
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 Nov 24 @ 7:05pm 
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 Nov 24 @ 1:59am 
thx spy
spy Nov 21 @ 4:07am 
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 Nov 17 @ 7:58am 
ok i swapped the patch on my end to target these statDefs and it seemingly worked
DanZinagri Nov 17 @ 7:46am 
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 Nov 17 @ 7:35am 
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Ash_YO Oct 14 @ 4:46am 
Amazing mod, thanks!
PixelBirb  [author] Oct 8 @ 1:29pm 
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 Oct 8 @ 1:24pm 
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: