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
2023年9月20日 8時38分
10月8日 13時27分
7 項目の変更履歴 ( 表示 )

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Dynamic Weapon Cooldown

解説
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.
94 件のコメント
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