RimWorld

RimWorld

No Ranged Cooldown [1.1]
18 Comments
Mlie 12 Aug, 2021 @ 1:16pm 
PremierVader 10 Aug, 2021 @ 5:27am 
Any updates?
squidd  [author] 11 Apr, 2020 @ 8:57pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1631756268
Here's combat extended. This mod is unlikely to see any more updates for the foreseeable future. I enjoying my time making and playing with it though, so who knows. In any case, the mods are incompatible.
404 10 Apr, 2020 @ 9:20am 
If none of you know CE was in fact updated to 1.1 recently it's on steam.
Byter 18 Mar, 2020 @ 7:29am 
Well, I had three and it was an absolute clusterfuck. I think generally "big" weapons should maybe keep their cooldown, especially because they're big. So basically any kind of launcher, the big ass centipede weapons, etc.

I'm not sure how easy this is though, as I dont know if they are in a special category you could use. If there isn't, the alternative is to manually set it, but then mods won't work :(
squidd  [author] 17 Mar, 2020 @ 7:54pm 
I've only been able to beat centipede raids with considerable losses, though I'm very pro-challenge. Do you think a nerf is in order?
fireglow 17 Mar, 2020 @ 7:04pm 
yeah, just saw the same. This sucks because they are tanks with unlimited ammo, and now with rapid fire, lol.
Byter 17 Mar, 2020 @ 10:42am 
They do. I had a wild encounter with three at once and the bunker I used from a bunker mod was basically under constant barrage so my pawns couldnt get out and run way...
fireglow 17 Mar, 2020 @ 8:54am 
does this mean that centipedes can rapid-fire their inferno gun?
Blue North Star 12 Mar, 2020 @ 9:08pm 
Nah, i heard that weapons got a stealthy nerf in 1.1 .

Also, Definition Editor has the ability to remove weapon cooldown, but you'd have to do it manually for every gun you wanted to have none.
squidd  [author] 12 Mar, 2020 @ 8:23pm 
i don't know if weapons were changed in the 1.1 update. i assume this mod will function fully in 1.0, maybe with some inconsequential errors. there's no risk in trying it in the old version unless you're playing commitment mode
Exmortis 12 Mar, 2020 @ 8:19pm 
Would this work on 1.0?

I was literally considering doing this myself, as I hate the cooldown, and it would work great for my Guardsmen playthrough which is suffering from lack of mobility.
Byter 10 Mar, 2020 @ 8:05am 
I'll use this together with the suppression mod, which should balance out and make fights way more realistic. Thank you very much for this! :Djoe:

Also maybe add it to the recommended mod list? :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2016866580
Blue North Star 9 Mar, 2020 @ 7:12pm 
Probably because i (I think?) put the cooldown as a negative value. It was priceless, but it caused some huge lag.
squidd  [author] 9 Mar, 2020 @ 7:11pm 
I've been playing extensively with this (i made it for myself) and I haven't run into any unusual performance issues yet.
Blue North Star 9 Mar, 2020 @ 6:26pm 
@5ink4r - More like huge amounts of lag. I did this to a bow once, 2 years ago. 1 raid dropped my FPS to 0.
squidd  [author] 9 Mar, 2020 @ 11:18am 
I'm on the lookout for balance issues, I've already adjusted a few weapons. Most weapons should be largely unaffected. If you have any feedback I'd be glad to hear and make some tweaks.
Think3r 9 Mar, 2020 @ 11:11am 
Have you thought about dividing the cooldowns by a certain factor, like 10? As such, you would somewhat keep the balancing of the weapons. I imagine that setting the cooldowns equally to zero results in massively imbalanced weapons.