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
2023년 9월 20일 오전 8시 38분
2025년 10월 8일 오후 1시 27분
업데이트 노트 7개 (보기)

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Dynamic Weapon Cooldown

설명
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.
댓글 90
Ash_YO 2025년 10월 14일 오전 4시 46분 
Amazing mod, thanks!
PixelBirb  [작성자] 2025년 10월 8일 오후 1시 29분 
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 2025년 10월 8일 오후 1시 24분 
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 2025년 10월 8일 오후 12시 31분 
Manipulation above 100% affect "Range attack speed factor" to turn into negative instead, causing pawn to be shooting slower
JamieDave 2025년 10월 7일 오후 9시 00분 
Manipulation capacity now increases weapon cooldown after the update instead of decrease. Maybe because the new def is "AttackSpeed" rather than "Cooldown"?
PixelBirb  [작성자] 2025년 10월 7일 오전 10시 45분 
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 2025년 10월 6일 오전 10시 01분 
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 2025년 10월 6일 오전 9시 39분 
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 2025년 10월 6일 오전 9시 29분 
same error
荒野大政委 2025년 10월 6일 오전 12시 15분 
(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 ()