RimWorld
Dynamic Weapon Cooldown
97 件のコメント
DanZinagri 11月24日 23時47分 
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 11月24日 19時05分 
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 11月24日 1時59分 
thx spy
spy 11月21日 4時07分 
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 11月17日 7時58分 
ok i swapped the patch on my end to target these statDefs and it seemingly worked
DanZinagri 11月17日 7時46分 
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 11月17日 7時35分 
このコメントは弊社の自動コンテンツチェックシステムによる分析待ちです。有害なコンテンツ(情報を盗もうとするWebサイトへのリンクなど)が含まれていないことが確認されるまで、一時的に非表示になっています。
Ash_YO 10月14日 4時46分 
Amazing mod, thanks!
PixelBirb  [作成者] 10月8日 13時29分 
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 10月8日 13時24分 
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 10月8日 12時31分 
Manipulation above 100% affect "Range attack speed factor" to turn into negative instead, causing pawn to be shooting slower
JamieDave 10月7日 21時00分 
Manipulation capacity now increases weapon cooldown after the update instead of decrease. Maybe because the new def is "AttackSpeed" rather than "Cooldown"?
PixelBirb  [作成者] 10月7日 10時45分 
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 10月6日 10時01分 
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 10月6日 9時39分 
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 10月6日 9時29分 
same error
不善言辞钟表头 10月6日 0時15分 
(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 10月6日 0時15分 
[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 10月5日 7時31分 
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 10月3日 2時29分 
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 9月10日 8時16分 
How does this interact with cooldown reduction?
Futstub 8月26日 4時21分 
So this doesn't have mod settings to make it less OP?
Hibiki Yuta 8月17日 17時04分 
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 8月2日 13時15分 
excellent... excellent
PixelBirb  [作成者] 7月29日 3時55分 
@Frank Completely safe, should've clarified it myself in the description
Frank 7月28日 18時13分 
Would it be safe to remove this from a playthrough?
Stellar Harbour 7月14日 12時52分 
Can you make no weapon aiming mod?
PixelBirb  [作成者] 7月12日 8時20分 
@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 7月12日 5時50分 
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 7月12日 5時02分 
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  [作成者] 7月12日 3時55分 
updated, can't do with Duplicity though :(((
Commander Link 7月12日 2時44分 
will it be compatible with Duplicity? the 17th rimworld DLC?
Commander Link 7月12日 2時44分 
when is this coming for 8.6
Hecker Man 7月11日 15時45分 
2.0 when
Felnel 7月11日 15時30分 
1.6?
「Brainiac」 7月11日 10時36分 
1.6? no pressure
PixelBirb  [作成者] 3月29日 3時43分 
@NeverAgain thanks for the notice, this stat has been renamed
uoh 3月28日 13時47分 
@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  [作成者] 1月13日 1時57分 
@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 1月11日 17時02分 
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  [作成者] 2024年11月30日 10時11分 
@Dr Jimothy it affects any sort of cooldown an attack can have. It affacts all; ranged, melee and even unarmed attacks
Dr Jimothy 2024年11月30日 7時29分 
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 2024年11月14日 8時52分 
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 2024年11月14日 8時45分 
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 2024年11月13日 15時14分 
for CE does this change RPM or reload speed?
Gaming 2024年6月9日 3時46分 
thanks
PixelBirb  [作成者] 2024年5月27日 0時19分 
@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 2024年5月13日 19時20分 
What happens if I use this mod with the Sandevistan mod, which increases manipulation a thousandfold?
PixelBirb  [作成者] 2024年5月6日 23時00分 
@Gaming the loading order of this mod shouldn't break anything, as long as it loads after the required VE framework
Gaming 2024年4月20日 17時38分 
should this be loaded before or after any weapon mods?