RimWorld

RimWorld

129 ratings
Dynamic Range - Vanilla Edition
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Mod, 1.5
File Size
Posted
Updated
2.212 MB
23 Jun, 2024 @ 12:35pm
23 Jun, 2024 @ 12:43pm
2 Change Notes ( view )

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Dynamic Range - Vanilla Edition

Description
DYNAMIC RANGE

- the greatest combat mod of all time

Are you tired of your level 20 shooter being unable to hunt?
Confused why raiders can still shoot at you after loosing both eyes?
Wonder why your archotech abomination is no better at combat than some pirate?

Boy do I have the solution for you.

Description:
Dynamic Range tweaks weapon range to scale based on quality, skill, and pawn stats.
Bionics and medication become more influential in combat, and pawn's skills matter more, enabling them to out range weaker opponents.


Specifics:
Skill scaling is customizable through the mod menu, by default it goes from 0.5 - 1.3, with a factor of 1 at shooting 6.
Sight and manipulation are taken into account as well at factors of 1.1, and 1.2 respectively.


Compatibility:
Works with everything : )
works with CE



Bugs:
No known bugs

Credit:
I welcome any feedback and will fix any bugs.
You may not re-use my code without permission but you can certainly use it for reference.
Based on a mod bu Caulaflower
Discord: Storm_trooper232

Final notes
Please leave a rating if you like the mod, it helps tremendously.
If you have a good idea for a mod or want me to update a mod please DM me / leave a comment*.



*Hope you enjoy*
62 Comments
BaiChuanXia 15 hours ago 
1.6pls
Algus 4 Jun @ 9:23am 
Super heavy on TPS. After deletion TPS jumped from 90 to 400
phatkok 19 May @ 11:28pm 
am i able to add this to a save without it breaking?
WarCookie 4 Apr @ 12:10pm 
This mod massively lags out my game
rua! 28 Mar @ 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 23 Mar @ 9:42am 
@黑虎阿芙洛狄忒 were you able to find a solution to this?
Valhalla 9 Mar @ 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 4 Mar @ 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 3 Mar @ 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 26 Feb @ 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?