RimWorld

RimWorld

Dynamic Range - Vanilla Edition
68 Comments
Valhalla Aug 5 @ 7:49am 
You will have to reload for the effects to actually change though
Valhalla Aug 5 @ 7:49am 
For those experiencing issues with the mod just download this mod which allows you to manually tweak the values like the range. The only downside to this mod is that you have to tweak the values for each individual weapon. https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457&searchtext=qol
R4T_B0T Jul 23 @ 9:56am 
i can also confirm it kinda works on 1.6. only other thing iv seen is that the range finder mod doesnt show the updated range from this mod
Huehuecóyotl Jul 22 @ 12:16pm 
So far this mod seems to work in 1.6, bugs expected but general functionality seems to work. Big however though, the config page is entirely blank, so if you want to tweak it (which is critical as it's a TPS hog by default) you need to do it manually in the xml file.

C:\Users\ *your username* \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

look for the file Mod_3274034139_SettingsModClass.xml

change <rangerefresh> # </rangerefresh> where # is the number of ticks between range checks. 60 ticks is one real world second. I set it to 300, so the tps impact is comfortably minimal, though since it checks so infrequently, switching weapons or getting injured in the heat of combat can delay the mod's effect. The lower the refresh time, the worse your TPS will be, so find your sweet spot.
R4T_B0T Jul 22 @ 11:50am 
Any plans to update to 1.6 or nah?
Huehuecóyotl Jul 15 @ 10:08pm 
Definitely looking out for 1.6, this has been a staple from the moment I found it, eagerly looking forward to continuing with it!
BaiChuanXia Jul 13 @ 6:23am 
1.6pls
Algus Jun 4 @ 9:23am 
Super heavy on TPS. After deletion TPS jumped from 90 to 400
phatkok May 19 @ 11:28pm 
am i able to add this to a save without it breaking?
WarCookie Apr 4 @ 12:10pm 
This mod massively lags out my game
rua! Mar 28 @ 7:51am 
I had a similar problem, basically I joined ratkin's weapon expansion mod, and then for unknown reasons the weapon attack range was wrong, some weapons became the original weapon range, even though the displayed range was much higher than the weapon attack range., I find that i only need to send all colonists expeditions to refresh the weapon status and it will be ok.
Lamb Mar 23 @ 9:42am 
@黑虎阿芙洛狄忒 were you able to find a solution to this?
Valhalla Mar 9 @ 3:04pm 
mod actually reduced the range of some weapons unnecessarily for some reason. I had a pawn carrying an smg with like 10 skill in shooting and they had less range than that of an impid fire ability and another with a charge rifle and 8 skill that has the normal range of a heavy SMG, but my colonist with 8 skill and a auto pistol as the range of a charge lance
SaMaHaJoGu Mar 4 @ 6:09pm 
What I am seeing is that it breaks the Range Finder function for some weapons and not for others… it seemed to work, but, strategically, I am now at a disadvantage as I am now no longer able to plan my pushes and pulls because I’m not even sure my guy can shoot when I push/pull… didn’t appear to break game, though. I just don’t know how to place my colonists appropriately after installing the mod.
黑虎阿芙洛狄忒 Mar 3 @ 10:46am 
I don't know why the actual attack range sometimes doesn't change. While the modified range is shown in the weapon's stats panel, it still maintains the original range during actual combat. My stats panel shows a stacked range of 200, but in practice it remains at the original 60. This doesn't happen consistently - the mod works fine most of the time, but when this issue occurs, even reloading the game doesn't fix it.Could this be caused by conflicts with other range-affecting mods?
Volg Feb 26 @ 8:38am 
So, this is affecting the pawn only? It is just adjusting an accuracy number based on the pawns skill, then fudging it a bit based on weapon quality and maybe some other things? Then the result is applied to the accuracy number inherent to the weapon, while not changing the weapons at all? Thus any weapon mod will work just fine, because the changes based on weapon quality are applied to the pawn's base score, not the weapon?
bitmcm Feb 25 @ 7:39am 
I would like to also be able to adjust the influence of eyesight, pawns high on go juice can shoot across the entire map.

Great mod, thank you for your work.
水晶哥 Feb 11 @ 6:01am 
This mod seems to conflict with Diverse Mechanoid War Procedure.
Your Best Friend Jan 12 @ 10:19pm 
Seems to be incompatible with Rimworld of Magic's "Engineer Weapon" spell - the range will be set to 1 tile for the weapon.
LikewiseHH Oct 27, 2024 @ 10:13pm 
Thanks for the reply. Will try again but basically I only had combat extended+hugs lib active.

I am currently using your CE version successfully but would like to limit the impact of manipulation and bi-pods because I want the weapon range not to explode.

Someone with bionic eyes, arms and on drugs can shoot across the entire maps even with a poor gun xD.

For this version you're also providing the C# code so I can make any edits by myself.
Would of course also do the trick if simple XML edits were possible in the CE version.

Thanks!
storm_trooper232  [author] Oct 22, 2024 @ 6:15pm 
It is not incompatible with Hugslib : ).
This is likely an issue with another mod.
LikewiseHH Oct 16, 2024 @ 3:26am 
After pretty extensive testing I found this to be incompatible with HugsLib. The true_range parameter is being calculated and shown on the weapon but not applied.
Nic Sep 16, 2024 @ 2:06pm 
I love how it says works with CE under works with everything as if implying that you get asked a lot if it works with CE
storm_trooper232  [author] Sep 10, 2024 @ 4:09pm 
If performance is an issue go into mod settings and change tick rate
Meatball Man Sep 10, 2024 @ 12:27pm 
While the concept is really neat, this mod need some serious optimization. I removed it from my modpack after I noticed I was hitting 5ms long ticks... 4ms being taken by Dynamic Range's processes alone.
andrius319 Sep 10, 2024 @ 12:07pm 
it seems that range is flickering from "true range" to default or shorter (mostly staying at shorter) due to "compound eyes" gene (gives weapon range factor 110%, shooting accuracy +0.1 and sight +50%) from insectoids 2 mod.
storm_trooper232  [author] Sep 7, 2024 @ 3:30am 
i’ve had no conflict with either of those. This is likely an issue with a different mod.
Alpasta Aug 30, 2024 @ 11:32pm 
Doesn't work with Mad Skillz, load order determines which one works.
辉夜 Aug 17, 2024 @ 9:12pm 
After investigation, I found that there is a conflict with Character Editor. Can it be resolved? Here is my mod list:
Harmony [brrainz.harmony][ https://github.com/pardeike/HarmonyRimWorld ]
RimWorld [ludeon.rimworld][ https://store.steampowered.com/app/294100/RimWorld ]
RimWorld - Royalty [ludeon.rimworld.royalty][ https://store.steampowered.com/app/1149640/RimWorld__Royalty ]
RimWorld - Ideology [ludeon.rimworld.ideology][ https://store.steampowered.com/app/1392840/RimWorld__Ideology ]
RimWorld - Biotech [ludeon.rimworld.biotech][ https://store.steampowered.com/app/1826140/RimWorld__Biotech ]
RimWorld - Anomaly [ludeon.rimworld.anomaly][ https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ ]
Character Editor [void.charactereditor][ https://steamcommunity.com/sharedfiles/filedetails/?id=1874644848 ]
Dynamic Range - Vanilla Edition [stormtrooper232.dynamicrange][ https://steamcommunity.com/sharedfiles/filedetails/?id=3274034139 ]
辉夜 Aug 17, 2024 @ 8:43pm 
I found a problem, I don't know if it is a bug or the function of the mod itself. When multiple villains are recruited together, and the B button is used to attack the same target at the same time, only one villain is attacking.
SanguinarcAQL Aug 9, 2024 @ 5:20am 
@TSense you can go into the mod's menu in game and change the range per skill level scaling. Though it's too bad you can't change other factor (legendary weapon has a flat 200% range bonus)

@Dravin you can go into the mod menu and change the amount of ticks between range refresh if it make you lag too much
Dravin Aug 7, 2024 @ 4:05am 
this might be a HUGE tick killer, idk if its just my mod combination but it ate 100 TPS on a lategame colony before i removed it
Narlindir Aug 5, 2024 @ 9:12pm 
compatible with yayos combat?
TSense Aug 3, 2024 @ 8:45am 
Weapon Range = 32
Shooting Skill = 4
Weapon Quality = Normal
New Range = 6
I think it is bugged. Options would have been nice to lower the impact, but this "anyone below 10 can't use guns" idea is to much
Tajker Aug 2, 2024 @ 2:53pm 
love the guys asking if it works with CE, nice to see the mod being continued
Retsu Aug 1, 2024 @ 9:46am 
You will not believe how fustrated I was having a level 15 shooter to protect the village against a raider with level 6 aim, and they ended up missing every shot and had to resort to fistfighting.
Timou Jul 29, 2024 @ 1:59am 
What's the difference with "Combat Update" ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2014429481
OganessonG Jul 28, 2024 @ 6:45pm 
Can you add a range limit option? because it's unbalance in vanilla that a range is above 45.
艾青 Jul 25, 2024 @ 9:02pm 
@Mr. obgd CE射击都很准,不需要吧
President Matt Damon Jul 20, 2024 @ 5:50pm 
may be a bug with the weapons included in Vanilla Weapons Expanded - Bioferrite. the range of the alternate fire seems to get swapped with the main weapon.
Gregory House Jul 8, 2024 @ 8:42am 
does this work with CE?
storm_trooper232  [author] Jul 7, 2024 @ 2:51pm 
I’ll fix it starting at 5
Denneisk Jul 7, 2024 @ 5:08am 
About the "only sometimes" part, that was just it not updating fast enough. The Dynamic Range setting always overwrites the Long Range Firefights part, regardless of load order.
Denneisk Jul 5, 2024 @ 12:20pm 
For Long Range Firefights, it seems to overwrite the long range factor, but only sometimes(?). My pawn of 14 shooting has a range of 37 (good quality weaopn) while the weapon reports 60.
LUVIRE Jul 4, 2024 @ 9:33am 
oh boy im interested but its a stormtrooper
Ashen Jul 3, 2024 @ 6:38am 
I think people are reporting that it has high tick usage because the mod's refresh rate setting upon install is at 5 for some reason even though the default is correctly set to 300.
storm_trooper232  [author] Jul 2, 2024 @ 8:41am 
I have another version of this mod for combat extended.
This should work with long range firefights, LMK.
Denneisk Jul 1, 2024 @ 11:41am 
How does this work with Long Range Firefights ?
DameInu23 Jun 29, 2024 @ 9:11am 
Thank you for your reply.
I will play it once I reach the ending in my current colony.

返答ありがとうございます。
今のコロニーでエンディングを迎えたら、遊ばせていただきます。
ZZZMETA Jun 29, 2024 @ 9:04am 
Do you think you can add psychic sensitivitiy as a factor into how range works? I'm running a blindsight colony of psycasters, and I thought it would be really cool if their powers allowed them to sense where the enemy is