RimWorld
Dynamic Weapon Cooldown
97 opmerkingen
DanZinagri 24 nov om 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 nov om 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 nov om 1:59 
thx spy
spy 21 nov om 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 nov om 7:58 
ok i swapped the patch on my end to target these statDefs and it seemingly worked
DanZinagri 17 nov om 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 nov om 7:35 
Deze reactie is nog niet geanalyseerd door ons geautomatiseerde inhoudsanalysesysteem en wordt standaard verborgen tot we hebben kunnen vaststellen dat ze geen schadelijke inhoud bevat (bijv. links naar websites die informatie proberen te stelen).
Ash_YO 14 okt om 4:46 
Amazing mod, thanks!
PixelBirb  [auteur] 8 okt om 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 okt om 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 okt om 12:31 
Manipulation above 100% affect "Range attack speed factor" to turn into negative instead, causing pawn to be shooting slower
JamieDave 7 okt om 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  [auteur] 7 okt om 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 okt om 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 okt om 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 okt om 9:29 
same error
荒野大政委 6 okt om 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 ()
荒野大政委 6 okt om 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 okt om 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 okt om 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 sep om 8:16 
How does this interact with cooldown reduction?
Futstub 26 aug om 4:21 
So this doesn't have mod settings to make it less OP?
Hibiki Yuta 17 aug om 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 om 13:15 
excellent... excellent
PixelBirb  [auteur] 29 jul om 3:55 
@Frank Completely safe, should've clarified it myself in the description
Frank 28 jul om 18:13 
Would it be safe to remove this from a playthrough?
Stellar Harbour 14 jul om 12:52 
Can you make no weapon aiming mod?
PixelBirb  [auteur] 12 jul om 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 jul om 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 jul om 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  [auteur] 12 jul om 3:55 
updated, can't do with Duplicity though :(((
Commander Link 12 jul om 2:44 
will it be compatible with Duplicity? the 17th rimworld DLC?
Commander Link 12 jul om 2:44 
when is this coming for 8.6
Hecker Man 11 jul om 15:45 
2.0 when
Felnel 11 jul om 15:30 
1.6?
「Brainiac」 11 jul om 10:36 
1.6? no pressure
PixelBirb  [auteur] 29 mrt om 3:43 
@NeverAgain thanks for the notice, this stat has been renamed
uoh 28 mrt om 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  [auteur] 13 jan om 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
ConnieLungusMD 11 jan om 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  [auteur] 30 nov 2024 om 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 om 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 om 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 om 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 om 15:14 
for CE does this change RPM or reload speed?
Gaming 9 jun 2024 om 3:46 
thanks
PixelBirb  [auteur] 27 mei 2024 om 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 mei 2024 om 19:20 
What happens if I use this mod with the Sandevistan mod, which increases manipulation a thousandfold?
PixelBirb  [auteur] 6 mei 2024 om 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 om 17:38 
should this be loaded before or after any weapon mods?