RimWorld

RimWorld

Ranged DPS
59 Comments
OnE gRuMpY bOi 26 May, 2023 @ 7:10am 
mlie is a real one
Mlie 12 Nov, 2022 @ 1:15pm 
Victor 11 Nov, 2022 @ 5:58pm 
For 1.4, this mod adds the same feature in its tab https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1414302321
Sir Duncan Idaho 10 Nov, 2022 @ 12:07pm 
I greatly miss this mod - it's a nearly essential part of my Rimworld experience. I would appreciate an update or a blessing for someone else to Fork it please.
Lira 3 Nov, 2022 @ 10:32am 
For those wondering if you can just stick this into 1.4 and have it work anyway: no. It instantly fills the debug log with an endlessly scrolling pair errors which seem to have something to do with the GUI and the mouse cursor position. If this mod were XML I'd see if I could fix it myself through the Github repository, but it's an assembly and that's beyond my skill level. Anyone craving Ranged DPS who *does* have the C# knowledge necessary to crack open a DLL and fix a couple of UI errors though, now's your chance.
OhhhhMama 29 Oct, 2022 @ 5:40am 
Would love an update <3
Masked Monster 26 Oct, 2022 @ 10:18am 
I miss you Ranged DPS :'(
Chloe 24 Oct, 2022 @ 9:13am 
1.4 Update,THX
Freedom 24 Oct, 2022 @ 6:31am 
1.4 plz
Luna 6 Jan, 2022 @ 9:02pm 
@Pausbrak Could you add German translation for this mod?
Files: https://drive.google.com/drive/folders/1Xj_Y4ZiH74HPKKzP8TEZCwf7GKCmdMIr?usp=sharing I give you the rights to these files.
SetArk <Nyanverick 07> 3 Oct, 2021 @ 8:24am 
On a serious note.
WHY THE HECK THIS ISNT IN THE GAME ALREADY!?
Thanks for the mod, sad that it can't support certain weapon mods but, everything has limitations.
Maybe there could be a way, to instruct those other weapon mod-makers a way to give this mod the infos?

Of course, excluding things like Infusion 2, becuase that's i think, is a whole new can of worms.
Pausbrak  [author] 29 Jul, 2021 @ 6:44pm 
V1.5.0 - Korean Translation

Features
- Added a Korean translation, supplied by inbae on Steam.
Pausbrak  [author] 29 Jul, 2021 @ 5:37pm 
Yep, that's fine! I just wanted your explicit permission before I did anything with the files, just in case
inbae 29 Jul, 2021 @ 4:55pm 
@Pausbrak Sure. Is just stating the files are released under the MIT license okay, without adding another license file?
Pausbrak  [author] 29 Jul, 2021 @ 1:58pm 
@inbae I certainly can. Are you willing to release your translation under the MIT license? I can include it either way, but I'll have to make a special note if it's not under the same license as the rest of the project.
inbae 29 Jul, 2021 @ 5:30am 
Could you add Korean translation for this mod?
Files: https://drive.google.com/file/d/1gaCST7-9X0fk5-7K6diiE-5bBQ9Z84Rf/view?usp=sharing
Pausbrak  [author] 18 Jul, 2021 @ 12:41am 
v1.4.0 - Damage Per Resource

Features
- Added two new stats to turrets: Damage Per Resource and Max Damage Per Resource.
- These stats measure how resource-efficient turrets are -- specifically, this is how much damage you can expect out of a turret for each unit of resource spent on rearming it.

Thanks to /u/Hanif_Shakiba on Reddit for the inspiration.
Pausbrak  [author] 8 Jul, 2021 @ 6:16pm 
Version 1.3.0 - Rimworld 1.3 support

Features
- Updated to 1.3 (Also still compatible with 1.2!)
Smaug 5 May, 2021 @ 4:43pm 
very nice mod for when you have modded weapons.
Pausbrak  [author] 21 Oct, 2020 @ 8:18am 
Version 1.2.2 - Hotfix

Bugfixes
- Fix broken debug menu
Dakon 21 Oct, 2020 @ 4:33am 
I can confirm that bug.
Naxdar 21 Oct, 2020 @ 3:36am 
The mod breaks the debug action menu in dev mode since its last update.
Pausbrak  [author] 20 Oct, 2020 @ 8:58pm 
Note: This update included one of the biggest rewrites I've done so far, so there's a fair chance bugs may have snuck in. I've tested it with both vanilla weapons/turrets and with Simple Turrets but not with other mods yet. As always, report any found bugs here or on the Github page.
Pausbrak  [author] 20 Oct, 2020 @ 8:57pm 
Version 1.2.1 - Misc Fixes

Bugfixes
- Cap hit chance at 100% when calculating DPS to avoid showing impossibly high DPS in cases where hit chance is greater than 100%.
- Note: Bonus accuracy is still applied to the intermediate hit chance calculations. Only if the final hit chance exceeds 100% will it be capped, since at that point all shots are guaranteed to hit and the extra accuracy is wasted.
- Factor in pawn's aiming time stat when calculating a pawn's ranged DPS
- This should fix Trigger-Happy and Careful Shooter traits showing incorrect DPS values
- Use the correct warmup and cooldown values when calculating turret DPS.
- This should fix certain modded turrets showing incorrect DPS values (Including Simple Turrets).

(More details available in the change notes)
Dakon 16 Oct, 2020 @ 4:57pm 
Sorry, the link should work now.
Pausbrak  [author] 16 Oct, 2020 @ 4:26pm 
Hmm... something is definitely going wrong here. I can't see the spreadsheet you linked, but I manually calculated the DPS of the turret based on the stats in your screenshot and it seems the mod is calculating it to be more than twice what it should be.

I'll give it a look either tonight or tomorrow and see if I can't figure out what's going on.
Dakon 16 Oct, 2020 @ 4:03pm 
Great mod but is it possible that the DPS for turrets of the mod "Simple turrets" is calculated incorrectly?

I made this table before I found this mod:
https://docs.google.com/spreadsheets/d/1eQoLbRFYhhkRAYhyGSlzSTs9vNA3ZLy1U7_jA6RPN40/edit?usp=sharing

The values are from the code and confirmed in-game and for vanilla turrets they are identical between my table and the values that this mod displays.
For "Simple turrets" however, ALL values are way higher in this mod then the ones I got.

Example, Standard turret:
https://imgur.com/bDo35vX
Julian Skies 25 Sep, 2020 @ 2:35pm 
This is a very long shot, and sorry for asking something that's only tangentially related:
Is there a possibility of adding something that breaks down the various attacks that the "Melee DPS" stat shows?
It only does that for weapons right now, and it'd be good to have it on the colonist itself.
Pausbrak  [author] 11 Sep, 2020 @ 2:25pm 
At some point I'd really like to add a DPS/range graph and the ability to compare multiple weapons. A graph would be a much better way of comparing weapons than trying to condense the complex data into a single number. Unfortunately that requires UI work, and I'm not as well-versed in Rimworld's UI code so that'll be a bit of extra work on my end to figure out.
Pausbrak  [author] 11 Sep, 2020 @ 2:24pm 
Also note that the Average DPS stat only paints part of the picture. A colonists' shooting accuracy makes a huge difference in how a weapon performs and it's not consistent over different ranges. Low-skilled/injured shooters' accuracy rapidly falls off at a distance, to the point that they actually have the highest DPS with a sniper rifle at point-blank range. High-skilled/bionic-enhanced shooters perform more consistently over all ranges and can actually make effective use of sniper rifles at their optimal range. You can see the effect of a particular colonist's skill and health conditions if you give them a weapon and check the Ranged DPS stat on the colonist's stat page. Like Average DPS, it has a detailed breakdown of different ranges if you click on it.
Pausbrak  [author] 11 Sep, 2020 @ 2:23pm 
It's kind of hard to condense weapon DPS into a single, easily-compared number since range is such a critical factor, but the Average DPS stat is probably the closest you can get. It takes into account both the potential damage (bullets per second * damage) and the accuracy of the gun at different ranges. The main stat shows the average DPS at the weapon's optimal range and is good for comparing two weapons' best possible performance. Clicking on it gives a detailed breakdown that gives you a more complete picture of how DPS changes at various ranges.
Nin-Sama 11 Sep, 2020 @ 9:36am 
btw, isn't it possible to add something like a "damage per second overall"? It would make it easier to compare guns with different ranges.
Not sure if my math is right, but if you add up the accuracy of a weapon for every single distance, and then divide that by the distance variable itself, and then add that together with the over variables like damage, bullet count etc. wouldn't you get the overall dps?
Nin-Sama 11 Sep, 2020 @ 8:16am 
This mod is incredibly useful. I rarely install weapon mods because I fear they will be highly unbalanced, but thanks to this mod I can compare them to vanilla weapons now, and decide for myself if they are balanced or not. You're doing gods work!
thepixel 16 Aug, 2020 @ 7:13pm 
Yeah its fine now, it was still working perfectly in game with all the updated stuff, just wasn't showing up as 1.2 on the mod list.
Pausbrak  [author] 16 Aug, 2020 @ 5:51pm 
@ThePixel Are you still having issues? Just tried it myself and it seems to be working for me. It might just have been Steam being slow to update
thepixel 16 Aug, 2020 @ 2:36am 
This might just be a me thing but the mod still comes up as 1.1 only in game, I've tried unsubing and resubing.
Pausbrak  [author] 16 Aug, 2020 @ 2:27am 
Version 1.2.0 - Rimworld 1.2 support

Features
- Updated to Rimworld 1.2
- Added a new Ranged DPS stat to pawns and turrets that accounts for their shooting ability in addition to everything else.
- The Ranged DPS and Average DPS stats now also shows the range at which their respective DPS is achieved. As before, this is the range that maximizes DPS.

Changes
- Turrets' old "Ranged damage per second" stat has been renamed to "Weapon ranged DPS", to make it clear it's only based on the turret's weapon and does not include the shooting accuracy of the mount.
- "Ranged damage per second" for guns has been renamed "Average ranged DPS" to differentiate it from the "Ranged DPS" stat on pawns.
- "Max ranged damage per second" has been renamed "Max ranged DPS" to be consistent with the other stat names
WaxWorm 15 Aug, 2020 @ 2:46am 
I posted an error report here and here .
thepixel 14 Aug, 2020 @ 5:50pm 
Just wanna say, work in 1.2, at least at a glance.
Jun. 23 Jun, 2020 @ 7:13am 
Yes, no errors were encountered, it worked very well. Thanks for your quick update:steamhappy:
Pausbrak  [author] 22 Jun, 2020 @ 7:39pm 
Just released a hotfix that should solve the issue. I also included some new error messages that should give me more info in case it doesn't. Let me know if you still see any issues
Pausbrak  [author] 22 Jun, 2020 @ 4:13pm 
@白袖 Taking a look now. Was there a specific item/weapon you clicked on that gave you that error?
Jun. 22 Jun, 2020 @ 8:03am 
Pausbrak  [author] 21 Jun, 2020 @ 7:25pm 
@Shadowwolftjc Both are fine. Load order shouldn't make a difference with mods that just add new weapons. In fact, load order shouldn't matter at all except maybe for mods that mess with the stats screen (not that I know of any).
shadowwolftjc 21 Jun, 2020 @ 3:15pm 
This looks promising, but when trying to play this mod alongside such mods that add new weapon content, but don't necessarily tweak base combat mechanics (Vanilla Weapons Expanded for example), would I need to load this mod before or after the weapon-adding mods?
χø£¡Ŧ|ź <(´= w =`)> 18 Jun, 2020 @ 5:08am 
Ty for fast fix :)
Spodos 17 Jun, 2020 @ 10:14pm 
Awesome! This is great and so convenient - much appreciated dude.
Pausbrak  [author] 17 Jun, 2020 @ 6:17pm 
Fixed! Turns out I had made a bad merge and uploaded the wrong dll. Thanks for the report!
Pausbrak  [author] 17 Jun, 2020 @ 5:53pm 
Looking...
χø£¡Ŧ|ź <(´= w =`)> 17 Jun, 2020 @ 5:40pm 
This mod give null error on all buildable item. Seem to come from support for turrets.

Exception filling window for Verse.Dialog_InfoCard: System.ArgumentNullException: Value cannot be null.