RimWorld

RimWorld

Faster Projectiles
36 Comments
Mac 16 Jun @ 10:16pm 
For whom does the update bell toll?
XyTheur 21 Apr, 2024 @ 3:17am 
for those who are still wondering, yes it does work with CE. Just dont put the speed above 10x or else the bullets will clip through pawns.
Malikyte 28 Jan, 2024 @ 8:05pm 
If you have to ask if something is compatible with CE, it usually isn't. CE breaks a lot of things.
♡⁧⁧♡Greed 20 Aug, 2023 @ 12:00am 
@Someone, did you ever find out if it works well?
Murmur  [author] 2 Aug, 2023 @ 6:29pm 
I have no idea
SmellyFishNuggets 2 Aug, 2023 @ 6:28pm 
is it able to be runned with CE combat extended
Murmur  [author] 9 May, 2023 @ 3:40pm 
It's possible but it would affect balance, as it is you have time to move away from the grenades before they hit. Bullets/arrows hitting or missing is decided as soon as they are fired, it doesn't matter if the pawn moves away or not, but with grenades it does matter so I went out of my way to not change the speed for them.
AKEKHQ 9 May, 2023 @ 7:27am 
Would it be possible to make grenades fly faster since they are Really slow
Murmur  [author] 1 Jan, 2023 @ 4:52pm 
I tested it with a few and it worked fine.
Malikyte 1 Jan, 2023 @ 4:23pm 
How does this play with mods? I've been using Weaponry to tweak every individual modded weapon's projectile speeds and it's... tedious, since I have several mods that add new weapons/projectiles. 300+ new weapons in all, IIRC.
Murmur  [author] 1 Nov, 2022 @ 3:31pm 
@Kupie, yep! That's so annoying!
Kupie 1 Nov, 2022 @ 3:02pm 
Thanks for making this! Always bothered me when a bullet would hit like 5 squares away and still "hit" a moving animal or something
Murmur  [author] 30 Oct, 2022 @ 1:16am 
The launchers should not be affected, I suppose I could add a modifier for them but I intentionally left out launchers because unlike bullets and arrows the speed of launchers isn't just cosmetic.
adosOS 30 Oct, 2022 @ 12:51am 
Would you be willing to add a separate speed modifier for grenade launchers? I used to use Gunplay but grenade launchers would just about teleport to their destination which made them extremely dangerous since they could still kill on a "miss"
Murmur  [author] 27 Oct, 2022 @ 12:27pm 
@Selne that's good to know, I'll have to check it out some time because the bullets hitting the ground where the pawn used to be and then the pawn taking damage has always bugged me. A big part of my reason for making this mod.
Selne 27 Oct, 2022 @ 11:52am 
@Murmur CE doesn't have a chance based system so if they move round a corner while the shot is in the air it wont hit afaik.
This mod is great, as CE isn't really ready for biotech yet I like this a lot to make vanilla guns feel less shitty.
Murmur  [author] 27 Oct, 2022 @ 11:21am 
@Kyrox, as far as I can tell in vanilla Rimworld a bullet hitting or missing is determined before it's even fired, where a pawn moving out of a bullets trajectory will still be hit even if they are now around a corner because the game has already decided they should be hit. The speed of the projectile is purely cosmetic. Does CE change it so a pawn is hit because the bullet actually hit them and not because the game "rolled" a hit at the time a shot was fired?
Kyrox 27 Oct, 2022 @ 11:14am 
@Murmur That's correct. Combat Extended changes the simulated 'velocity' of bullets. Making them travel more quickly to their intended target. When CE is not available given the circumstances for 1.4 Biotech, alternatives are sought out. Gunplay, Yayo's Combat, ect. However some of us seek simplistic solutions to our desired styles of play and this works perfectly for it's intended use catagory. I've paired this mod with Combat Update 1.4, as well as Yayo's suppression and it gives you an excellent 'vanilla' type of experience with a bit more realism and immersion.
Murmur  [author] 27 Oct, 2022 @ 11:11am 
@Kyrox no I know that it's a huge overhaul to combat, I'm just trying to understand how it relates to this mod. The only thing I could think of is that it also increases projectile speed, on top of all the other changes it does.
Kyrox 27 Oct, 2022 @ 11:07am 
It's just so much more than that. It's an extensive overhaul of nearly every combat aspect of the game that is actually quite enjoyable and adds new layers of strategy and enjoyment out of Rimworld. I highly recommend giving it a try.

However that being said, it doesn't give people the right to attempt to shit on people's mods in the comments section. It's very rude.
Kyrox 27 Oct, 2022 @ 11:07am 
Unfortunately many users of CE who comment on Workshop items have a habit of giving the CE mod a bad reputation leading to people never attempting to use the mod. It's too bad that people act this way because the CE dev team is actually very skilled and dedicated to their craft of CE. The amount of passion and skill involved in the development in CE rivals that of only the Vanilla Expanded team.

It's a complete combat overhaul of the entire game. There is no set blanket bullet speed I believe. As I understand it, giving an example here: Arrows travel at their own velocity. While guns, depending on their caliber travel slower or more quickly given the weapons caliber.
Murmur  [author] 27 Oct, 2022 @ 10:24am 
@Kyrox, so I've never used CE before, but I'm guessing due to its focus on realism it already makes the bullets nearly instantaneous? Is that right?
Kyrox 27 Oct, 2022 @ 9:37am 
As we all discuss baiting our long fishing poles, I would like to point out that this mod is very helpful when not using CE. There are some circumstances where CE isn't in my modlist, and some circumstances when it is. Regardless, this is a helpful mod for myself at the moment and the author has a history of producing very polished and well put together mods. So thank you for this release. This will be perfect for a few playthroughs I have planned before I return to CE in the future.
Murmur  [author] 26 Oct, 2022 @ 10:56am 
@DemonX3, I just fully typed out a extremely inappropriate "master baiting" joke just now but deleted it seconds before clicking the Post Comment button because I realized it surely would have gotten me banned. This would have been in direct response to your comment, which means your comment baited the reply from me. And if I'm a master baiter, as has previously been established, and you very nearly successfully baited me into getting banned, then you must be an Ultimate Grandmaster Baiter yourself. I am in awe of your skill.
DemonX3 26 Oct, 2022 @ 10:28am 
Ah yes, resorting to "that was a bait" when proven wrong.
Scout Gaming 26 Oct, 2022 @ 9:54am 
that deserves me pressing a like button
Scout Gaming 26 Oct, 2022 @ 9:54am 
hot
Murmur  [author] 26 Oct, 2022 @ 9:36am 
@Scout Gaming, I know it works in 1.4, I was just baiting you. I said I was a master baiter and you just watched me master bait. I'm glad we had this mutual master bating session though. You're a pretty good baiter yourself but I don't know if you've reached a master level yet. But if you keep it up and keep tugging away at it I'm sure you'll get there soon.
Scout Gaming 26 Oct, 2022 @ 9:31am 
CE works fine in 1.4 and we expect to see a Biotech patch very, very soon :captainsmooth:
Scout Gaming 26 Oct, 2022 @ 9:30am 
You fell for the bait.
Murmur  [author] 26 Oct, 2022 @ 9:12am 
@Kyrox, Never. I am a master baiter.
Kyrox 26 Oct, 2022 @ 9:09am 
I think every single one of you fell for the bait.
Murmur  [author] 26 Oct, 2022 @ 7:56am 
@Scout Gaming, maybe, but is it better at working in 1.4?
Gerewoatle 26 Oct, 2022 @ 7:36am 
@Scout Gaming I wonder if you have the brain cells to understand that being an annoying shit of a fanboi just drives people away from your object of worship and/or oral fixation, rather than getting them interested in it?

Obviously you don't, of course. Or else you'd actually be trying to make the mod look good rather than just spamming your smug nonsense everywhere you possibly can.
DemonX3 26 Oct, 2022 @ 6:08am 
@Scout Gaming - Go install a new mod without asking if it's compatible with combat extended
Scout Gaming 26 Oct, 2022 @ 3:32am 
combat extended is better