RimWorld
428 beoordelingen
Dynamic Weapon Cooldown
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Mod, 1.4, 1.5, 1.6
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208.772 KB
20 sep 2023 om 8:38
8 okt om 13:27
7 wijzigingsnotities (weergeven)

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Dynamic Weapon Cooldown

Omschrijving
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.
90 opmerkingen
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 ()