RimWorld

RimWorld

Long Range Firefights 1.5
45 Comments
TheOneTrueDemoknight 13 Jul @ 1:32am 
This mod works for me on 1.6 as well
PathToV1ctory 6 Jul @ 9:46am 
Seems to work fine on 1.6. I'm not getting any errors. I'm using the HugsLib update uploaded by DawnsGlow.
GodlyAnnihilator  [author] 23 Jun @ 12:09pm 
I can't fully test anything until HugsLib get's updated.
LifeIsAbxtch 23 Jun @ 11:41am 
Update? (1.6)
[岗] Señiorita woofers 21 Jun @ 12:45pm 
I have an Issue when i attack some enemys at long range they dont react since im outside of their aggro range but im still able to shoot them making most gunfights very easy. Any workaround?
MaxDerECHTE 20 Jun @ 10:50am 
It's okay the update is only coming in 3 weeks and there are still some mods that have not been updated yet
GodlyAnnihilator  [author] 20 Jun @ 9:44am 
Unfortunately with the mod I can't even start dev quicktest. I'm sure it has to do with the fact that HugsLib isn't yet updated for 1.6. Gotta wait and see I guess.
MaxDerECHTE 19 Jun @ 4:21pm 
bro pleas update of 1.6
SuwinTzi 3 Mar @ 6:42pm 
@Farbott CE has it's own ranges afaik.
GodlyAnnihilator  [author] 8 Jan @ 5:58am 
No idea, never played with CE. And I'm not active on RimWorld right now so it's not safe to say.
Farbott 8 Jan @ 12:20am 
does this alter CE ranges or am i screwed, would be nice for big ranged guns
Tupoy 25 Dec, 2024 @ 1:27pm 
makes the game a lot more fun to play due to the fact that it becomes more punishing to not use cover, and normally attacks that would be seen irl as suicidal become suicidal due to the punishing range restrictions being removed. i would advise running this with combatscowl so raiders and colonists can shoot as they approach

this mod makes snipers and marksmen rifles extremely useful.
Vartarhoz 28 Nov, 2024 @ 4:18pm 
HugsLib must have?
Tarnuk 23 Apr, 2024 @ 7:17am 
okay thank.
GodlyAnnihilator  [author] 22 Apr, 2024 @ 8:38pm 
Accuracy doesn’t get affect.
If your mini gun turret had let’s say 20% accuracy at range 40, now it has 20% accuracy at range 80. That’s all.
Tarnuk 22 Apr, 2024 @ 1:02pm 
If this changes the range of the turrets, does it also change their accuracy? I don't want my minigun turret to shoot an enemy too far away and only hit once
GodlyAnnihilator  [author] 19 Apr, 2024 @ 9:55am 
You can edit the ranges of all kind of weapons included modded ones. You can tinker ranges specifically for long range weapons, short range weapons and grenade type weapons.
Now you can't edit specifically a single weapon or something like that.
izzy 19 Apr, 2024 @ 5:42am 
Does this mod also double the range of modded weapons or atleast give the option to edit it?
Alex Kersar 17 Apr, 2024 @ 12:42pm 
So in 'Theory' it should work with combat extended, maybe double crossing it's range settings before or after 'CE' loads, maybe if we place this mod after 'CE' it should work? :steamthumbsup:
Interesting.:steamthumbsup::dv_nuclear:
GodlyAnnihilator  [author] 17 Apr, 2024 @ 10:24am 
I've never played with Combat Extended so I don't know.
But all this mod does is doubling the ranges of all guns and turrets or as much as the player wants through mod options.
Alex Kersar 15 Apr, 2024 @ 4:12pm 
Sorry to ask but does this mod have some compatibility with 'Combat Extended'? Just asking.
Looks interesting what this can do on a good gameplay.:steamthumbsup::dv_nuclear:
Theguacacoley 13 Apr, 2024 @ 11:45am 
Awesome! Thank you :)
GodlyAnnihilator  [author] 13 Apr, 2024 @ 5:06am 
Updated to 1.5 and checked it as well!
No changes to the mod it's self at all. It works fine.
All vanilla guns have higher range, but of course you can adjust that through the mod settings as well!
As for mod compatibility I don't think there are going to be any problems.
Have fun.
Theguacacoley 12 Apr, 2024 @ 9:51pm 
I apologize for being that guy, but I was wondering if a 1.5 update was planned. If you're not, thank you for updating an amazing mod for 1.4 in the first place! It really made things exciting and interesting. :)
GodlyAnnihilator  [author] 13 Jan, 2024 @ 5:03am 
I did not create this mod kasao2go, the original creator is ChikenBites84.
I simply modified it a little bit to be compatible on 1.4.
kasao2go 12 Jan, 2024 @ 6:45pm 
This mod is very much appreciated. Thank you for creating it.
GodlyAnnihilator  [author] 5 Sep, 2023 @ 5:55am 
I've seen this with some turret mods as well, but despite the white circle they still fire from the actual target range they are given, some kind of bug that unfortunately I don't know how to fix or what causes it.
Zer0wl 4 Sep, 2023 @ 9:37pm 
Some turrets despite having different numbers changing still have their actual targeting range (the circle white circle) remain the same. So far it's just rimatomics turrets and the Brrrt turrets
GodlyAnnihilator  [author] 23 Feb, 2023 @ 8:18am 
Yes, I have multiple mods with turrets as well and from what I see it works in pretty much all of them.
Reprogrammed Automaton 23 Feb, 2023 @ 6:06am 
does this mod work on turrets?
PINGAS 3 Jan, 2023 @ 11:31pm 
Yeah I know that this mod doesn't extend draw distance, just were trying to find which does. VEF doesn't seem to do it but CE does to some extent. Thanks for answering btw
GodlyAnnihilator  [author] 3 Jan, 2023 @ 1:47pm 
I have vanilla expanded framework but not to extend draw distance, is that a thing?

This mod simply doubles the range of all long ranged weapons including turrets.
I just tested with only Long Range Firefights and Vanilla expanded framework and everything works fine. Elaborate a little bit more your problem, it may be something from your side.
After checking again vanilla expanded framework and reading everything, there is nothing being said about changing the draw distance.
PINGAS 3 Jan, 2023 @ 11:15am 
Does vanilla expanded framework actually extend draw distance? I've tested only with this mod and framework enabled and it doesn't seem to do anything
Admiral Zander 21 Dec, 2022 @ 1:08pm 
it didnt cause any actual issues, just made rimpy yell at me
GodlyAnnihilator  [author] 21 Dec, 2022 @ 12:19pm 
I've changed the name in the txt's because it still had the old one, no worries though the mod is still up :steamhappy:
Admiral Zander 21 Dec, 2022 @ 11:59am 
something you did made rimpy think the mod is gone, possibly the name change
Shard 20 Dec, 2022 @ 1:15pm 
It could probably be done via XML Extensions autopatch plus config menu, which would allow it to extract base values, then patch them with any multiple desired.
GodlyAnnihilator  [author] 20 Dec, 2022 @ 6:25am 
Unfortunately this seems to be something that can be made only by editing the assemblies of the mod, and that is something that I can't do. Only the official modder that may have the assemblies before compiling, after compiling, it's pretty much impossible to change anything, and you have to rewrite for scratch. (I may be wrong on this, but even if I am, i don't have the skills or know how to code to do something like this)
Sasha Pines (no brain) 20 Dec, 2022 @ 4:37am 
can we have a option to make every thing x3 and x4 ?
darktoes 25 Nov, 2022 @ 9:00pm 
Don't forget, smokepop completely disables turret targeting, so a single belt can make all the difference.
GodlyAnnihilator  [author] 25 Nov, 2022 @ 8:52am 
Turrets also have higher range!
Everything that has something with long range automatically gets new rewritten ranges!
So be careful, but of course that being said, all your guns also have that future, so grab your snipers and get ready. I have some sniper mods and they have about 108 range, so even if the mechanoid turrets are now unbalanced, so are you if you use the correct guns!
MiTHRiL 25 Nov, 2022 @ 8:44am 
what about turrets?
Mechanoid turrets will cover the entire map? Or will it be possible to simply shoot them without return fire? It would be a little unbalanced..
DisKorruptd 24 Nov, 2022 @ 2:42pm 
I would think normal or good would be 1x range
combatant 24 Nov, 2022 @ 1:20pm 
Thanks!