RimWorld

RimWorld

No Ranged Cooldown (Continued)
44 Comments
Koshnak08 14 Mar, 2024 @ 6:04am 
this mod would be utterly broken with vwe:quickdraw. the weapons there are balanced by their longish cooldown time so if thats removed you get 0.05s aim time, 1200 rpm abominations (in theory, will test it out when i can)
Alll-Mer 27 Oct, 2023 @ 2:55pm 
the pig bois with this are hell on earth and i love it
Mlie  [author] 20 Jul, 2023 @ 1:43pm 
@Nieve This is a simple xml-mod, adding options for it would require a rewrite. Not something that I will do, there should be other mods that let you modify weapon-values in detail.
Shork with a Torpedo 20 Jul, 2023 @ 11:21am 
Need some support or nerf option for dual wielding mod.
It all well and fun until an enemy with fast aim-time weapon and they has dual-pistol or machine gun (or smg, can't remember it name), it was suppose to be a low tier weapon but with this they became god tier. They shoot way faster than heavy smg or even a minigun could do, like bullets rain. They took down a low-shield in less than 3 second, or took down a tough trait with full marine armor and psycast buff instantly.
Mlie  [author] 19 Apr, 2023 @ 8:08am 
@AerosAtar I guess, but starting to add specific exceptions is a never-ending task. It would probably be better to make a new mod where these things can be changed individually
AerosAtar 19 Apr, 2023 @ 6:50am 
@Mlie
Any way to add a specific exception for Scorchers? Without a cooldown they can kill/down anything that comes into range in a second or two...
Mlie  [author] 13 Aug, 2022 @ 10:58pm 
@Lollri Join the Discord server, there should be people that can help there and on the official server as well.
Mlie  [author] 13 Aug, 2022 @ 1:34pm 
@Lollri Just copy the folder to your local mod-folder, change the name and identifier in the about.xml file and the game will see it as a new mod.
Any def from the game is in the game-folder, all in their own xml-files
Mlie  [author] 13 Aug, 2022 @ 1:10pm 
@Lollri Should be pretty easy to copy this mod but change the warmup instead. Could be a good first mod for someone ;)
Mlie  [author] 29 May, 2022 @ 9:16am 
@Darklight I assume a more complex mod could take that into account but this mod is just a simple patch that sets all cooldown-values to 0.
Darklight 29 May, 2022 @ 8:34am 
Would it be possible to make the cooldown work like aiming. So the pawn takes aim initially, with the cooldown before each subsequent burst, instead of after. This would solve the sniper minigun issue, but still allow immediate movement after firing
Mlie  [author] 28 May, 2022 @ 3:06pm 
@Darklight Not really, its a generic patch
Darklight 28 May, 2022 @ 11:34am 
This turns snipers into miniguns. Is there any way to prevent this without adding the cooldown back?
ChemFuel | 화연 5 Apr, 2022 @ 3:03am 
<A friendly reminder>
1. This mod works well with [Yayo's Combat].
2. Your pistols go nuts(A single pawn can defeat a small group of tribal raiders. WHAT.)
Lurmey 20 Feb, 2022 @ 3:08am 
I always thought it'd be much better to have pawns still be able to move during weapon cooldown, but that doing so would extend the cooldown timer. I always saw cooldown as "reloading" of sorts (despite it not making much sense that a 30-round M16 would need reloading after every 3-round-burst.. but eh!) so I figured pawns could still do that while moving, just slower.

If you've ever tried reloading a gun (even a toy one, like Nerf) while running, it's not easy, but certainly doable!
Mlie  [author] 18 Feb, 2022 @ 10:22am 
@JessieFeathers As this mod just adds a patch that removes the cooldown its not really possible to add options.
Perhaps Random Cooldowns can be used?
JessieFeathers 18 Feb, 2022 @ 8:59am 
is there any way to make this mod have a slider for how much % reduction in cooldown there is? Id love to have a like halfed cooldown mod! i find that still would let some gun balancing come to play while having like faster paced gameplay!
SalmonToastie 8 Jan, 2022 @ 1:26am 
@Rika Yes it is.
Mlie  [author] 8 Jan, 2022 @ 12:26am 
@Rika No idea, I never used that mod
Rulet 8 Jan, 2022 @ 12:21am 
Is it compatible with yayo's combat?
SalmonToastie 28 Dec, 2021 @ 6:34pm 
This actually makes gun combat pretty fun
Veiller 25 Nov, 2021 @ 3:40pm 
Just change that grenades CD please they are op as fuck now
Mlie  [author] 10 Oct, 2021 @ 2:11pm 
@CWJacksonville Probably
CWJacksonville 10 Oct, 2021 @ 1:30pm 
Doesn't this nerf melee units?
BloodyRain2k 3 Oct, 2021 @ 4:03am 
Fair enough. I found something that's more like what I had in mind anyways: there's a couple of mods that change cooldown based on quality.
Mlie  [author] 3 Oct, 2021 @ 3:52am 
@BloodyRain2k This is a simple patchmod so adding settings would require a rewrite of the mod.
BloodyRain2k 3 Oct, 2021 @ 3:50am 
Would there be a chance to get a setting for setting what cooldown reduction the weapons get?
Vanilla cooldowns are pretty meh, but without cooldowns, even a revolver is pretty "intimidating".
Either being able to set a fixed cooldown, just more than 0.1 seconds, or a % of the vanilla cooldown would be really nice.

Or is that basically what CE does?
DinkleD 23 Sep, 2021 @ 8:46am 
@Scout Gaming Then don't use this mod and allow people who are using it to continue enjoying it since it does not affect you or your gameplay in any way shape or form

BOOM i just solved your problem, your welcome
Scout Gaming 20 Sep, 2021 @ 12:49pm 
tumbsdown
Mlie  [author] 20 Sep, 2021 @ 5:52am 
@Scout Gaming All do not feel that way, as you well know. Please use this comment section for comments about this mod, there are other places for promoting other mods.
Scout Gaming 20 Sep, 2021 @ 5:41am 
But all of the functionality of CE is good wtf
Mlie  [author] 19 Sep, 2021 @ 9:45pm 
@Scout Gaming Probably for those that do not want the other functionality of CE
Scout Gaming 19 Sep, 2021 @ 4:59pm 
Why not just use the combat extended?
carlarc 7 Sep, 2021 @ 8:38pm 
mod would be amazing if it took into account low aim high cooldown weapons. my charge lance is a minigun now lol
Mlie  [author] 18 Aug, 2021 @ 1:47am 
@Farmer Joe As low as possible
FarmerJoe 17 Aug, 2021 @ 11:37pm 
what order should I place this mod in? near the bottom below mod that add item?
Legion 17 Aug, 2021 @ 9:07am 
I want to like this, but it makes neolithic ranged weapons act like LMGs. Hnnnn.
PremierVader 13 Aug, 2021 @ 8:48am 
@DisKorruptd That mod looks great but it seems that the original mod author is going through a bad time and has no plans for updating it or fixing some issues. Maybe we can ask Mlie to take a look at updating it?
DisKorruptd 12 Aug, 2021 @ 9:08pm 
Another mod that works as an alternative to this is Gun Magazines (there's an update coming soon™️ but still works in 1.3)

rather than turning pistols into full auto machine guns, it holds the cooldown phase until a gun expends it's magazine, then uses the cooldown to simulate reloading without having to craft actual ammo, to operate in a vanilla-like way.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458616767
turkler 12 Aug, 2021 @ 5:07pm 
<3
PremierVader 12 Aug, 2021 @ 5:03pm 
Mlie you are an absolute CHAMP man, thanks so much for updating this!
Marchombre 12 Aug, 2021 @ 1:45pm 
@Mlie Nice, thanks. Another mod extending my launching time then :D
Mlie  [author] 12 Aug, 2021 @ 1:43pm 
@Marchombre I dont think this will conflict with anything, it just modifies any Ranged_Cooldown defined to be 0 instead of whatever value it was originally.
Marchombre 12 Aug, 2021 @ 1:40pm 
any idea if it will conflict with "Factorial Range Firefights" ? (FRF change the range only of all weapons, including modded ones, so i guess it won't. but better be safe)