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
20 SEP 2023 a las 8:38
8 OCT a las 13:27
7 notas sobre cambios ( ver )

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Dynamic Weapon Cooldown

Descripción
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.
93 comentarios
DanZinagri hace 11 horas 
ok i swapped the patch on my end to target these statDefs and it seemingly worked
DanZinagri hace 11 horas 
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 hace 11 horas 
Este comentario está esperando un análisis de nuestro sistema de verificación automática de contenido. Estará oculto temporalmente hasta que comprobemos que no incluye contenido dañino (por ejemplo, enlaces a sitios web que intenten robar información).
Ash_YO 14 OCT a las 4:46 
Amazing mod, thanks!
PixelBirb  [autor] 8 OCT a las 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 OCT a las 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 OCT a las 12:31 
Manipulation above 100% affect "Range attack speed factor" to turn into negative instead, causing pawn to be shooting slower
JamieDave 7 OCT a las 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  [autor] 7 OCT a las 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 OCT a las 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.