RimWorld

RimWorld

[XND] Ranged Stagger Rebalanced
29 Comments
JessieFeathers 24 Aug, 2020 @ 12:40pm 
1.2?
slayde 2 Mar, 2020 @ 2:09pm 
As far as I understood from author's comments for his other mod - survival tools, XoeNovaDan isn't against if somebody else updates his modes, but unfortunately doesn't have spare time right now. So if someone is up to taking these that would be great!
XeoNovaDan  [author] 22 Feb, 2020 @ 9:01am 
Note for 1.1: This mod will not be updated
Deaxsa 15 Jan, 2020 @ 2:34pm 
@xeonovadan, does this work with shotguns which I have created with my own mods to simulate your proper shotguns mod? How does this interact with burst fire 0 ticks vs nonzero ticks?
dninemfive 24 Apr, 2019 @ 9:03am 
Looks like you left some debug code on - with the dev log on I get messages saying how long each stagger will last.
XeoNovaDan  [author] 21 Jan, 2019 @ 2:51pm 
@101=5, bryan=5 - The actual stagger duration rebalance applies to all weapons, but only some mod weapons actually get rebalanced stopping power values.

@Croni - Yes
Bryan=0101 21 Jan, 2019 @ 1:21pm 
So it won't work on any mods that add weapons?
Croni 24 Dec, 2018 @ 1:04pm 
Does experimental formula work on all modded weapons or they still need to be patched?

I use weapons from Sparkling Worlds mod and having few weapons without stagger at all would be weird
bungus 29 Oct, 2018 @ 12:52am 
So this mod changes every weapon dynamically, is there a way to remove the stagger from just the minigun after all the other weapons get changed?
XeoNovaDan  [author] 16 Sep, 2018 @ 1:28am 
@bearhiderug - Nope. Though the duration does restart for each shot that hits.
XeoNovaDan  [author] 8 Sep, 2018 @ 7:53am 
@Hatoful Pengu - You're very welcome, glad I've been able to improve your experience with RW overall!
Hatoful Pengu 8 Sep, 2018 @ 7:47am 
@Dauntless Duelist @XeoNovaDan - Awesome, thanks! And while I'm at it, thank you XeoNovaDan for all the great mods you've put out and the hard work you put into them. I've used almost all of them at one point or another, and they really round out the entire experience. As far as I'm concerned, [XND] is a badge of quality.
XeoNovaDan  [author] 8 Sep, 2018 @ 12:45am 
@Hatoful Pengu
@Dauntless Duelist - Yeah, it's all purely in XML. The multiplier stuff is done through an XML mod extension, which you can see when looking at the xpath patches for the vanilla weapons and IIRC merp's weapons too
Dauntless Duelist 7 Sep, 2018 @ 10:37pm 
Hatoful Pengu, remove stopping power from the mod weapons and you're good. There's probably also some extra multipliery things you can do if you want the mod shotguns and lmgs to have their increased stagger values, but I don't know if those can be done entirely in XML.
Hatoful Pengu 7 Sep, 2018 @ 9:27pm 
By chance, is it possible to patch weapon mods for compatibility with your mod using only XML? I noticed you use some xpath patches to add compatibility for Rimsenal, and I'd like to try making a patch for the other weapon mods I use rather than bother you for an official patch, if at all possible. :)
XeoNovaDan  [author] 5 Sep, 2018 @ 4:34am 
Pushed another update which patches Rimsenal and Rimsenal Enhanced Vanilla to function properly with Ranged Stagger Rebalanced.
XeoNovaDan  [author] 31 Aug, 2018 @ 4:38am 
Pushed another build with some console logging which lists each weapon that gets patched and each weapon that doesn't get patched. This build is mainly aimed at modders hoping for compatibility with this, just to make their lives easier.
XeoNovaDan  [author] 30 Aug, 2018 @ 2:42am 
@SketchyGalore - It refreshes with each hit
SketchyGalore 30 Aug, 2018 @ 2:23am 
How would this play out with something like your "Proper Shotguns" mod, or just something getting hit by multiple different shots? Does the stagger effect stack, or does it refresh when taking a new hit?
XeoNovaDan  [author] 30 Aug, 2018 @ 1:41am 
Pushed the new build with the optional experimental formula. Feedback on how it actually plays out would be much-appreciated!
XeoNovaDan  [author] 30 Aug, 2018 @ 12:33am 
Alright, table has been done. Looking at the numbers, I reckon the formula could use a bit of a change just to make the transition seem a bit smoother. Maybe something along the lines of this:
* If stopping power is equal to the body size, stagger for 20% duration (24 ticks)
* If stopping power is 1.5x body size, stagger for 50% duration (60 ticks)
* If stopping power is 3x body size, stagger for full duration (120 ticks)

Opinions? I may push this in a new build but as an optional formula which can be enabled in mod settings; current one will still be the default
XeoNovaDan  [author] 29 Aug, 2018 @ 11:43pm 
@Dauntless Duelist - Pretty much, yeah.

@karmos - Good call! I'll look into getting something like that done.
karmos 29 Aug, 2018 @ 10:57pm 
This looks like an awesome tweak. Would be nice to see a table of firearms' stagger against a pawn under this formula.
Dauntless Duelist 29 Aug, 2018 @ 3:06pm 
To create your own patch for a mod would essentially be to remove all stopping power amounts from mod weapons?
XeoNovaDan  [author] 29 Aug, 2018 @ 2:48pm 
@Virtuoso - As the desc says, stopping power patching is generally dynamically done so unless modded weapons specify their own stopping power ratings, they will follow the damage amount x 0.1 formula.
Virtuoso 29 Aug, 2018 @ 2:29pm 
Does this include weapons from mods?
XeoNovaDan  [author] 29 Aug, 2018 @ 12:34pm 
Hmm, I may need to revise the description at some point then if it's difficult to understand in its current state.

All that this mod does is, sort of as Dauntless said, make stagger duration scale with the difference between a projectile's stopping power and the target's body size. All weapons also have their stopping power ratings made proportional to the amount of damage that they deal.
Dauntless Duelist 29 Aug, 2018 @ 12:20pm 
It seems to make higher stopping power weapons stagger for longer.

This mod does not affect weapons with no stated stopping power like autopistols right?
Friskain 29 Aug, 2018 @ 10:37am 
i Have No Clue what this mod those and looking at the amount of comments not many people Do