RimWorld
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Dynamic Range - Vanilla Edition
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Mod, 1.5
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2.212 MB
23 iun. 2024 la 12:35
23 iun. 2024 la 12:43
2 jurnale de actualizare ( vizionare )

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Dynamic Range - Vanilla Edition

Descriere
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*
66 comentarii
R4T_B0T 23 iul. la 9:56 
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 22 iul. la 12:16 
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 22 iul. la 11:50 
Any plans to update to 1.6 or nah?
Huehuecóyotl 15 iul. la 22:08 
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 13 iul. la 6:23 
1.6pls
Algus 4 iun. la 9:23 
Super heavy on TPS. After deletion TPS jumped from 90 to 400
phatkok 19 mai la 23:28 
am i able to add this to a save without it breaking?
WarCookie 4 apr. la 12:10 
This mod massively lags out my game
rua! 28 mart. la 7:51 
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 mart. la 9:42 
@黑虎阿芙洛狄忒 were you able to find a solution to this?