RimWorld

RimWorld

Dynamic Range - Vanilla Edition
63 Comments
Huehuecóyotl 13 hours ago 
Definitely looking out for 1.6, this has been a staple from the moment I found it, eagerly looking forward to continuing with it!
BaiChuanXia 13 Jul @ 6:23am 
1.6pls
Algus 4 Jun @ 9:23am 
Super heavy on TPS. After deletion TPS jumped from 90 to 400
phatkok 19 May @ 11:28pm 
am i able to add this to a save without it breaking?
WarCookie 4 Apr @ 12:10pm 
This mod massively lags out my game
rua! 28 Mar @ 7:51am 
I had a similar problem, basically I joined ratkin's weapon expansion mod, and then for unknown reasons the weapon attack range was wrong, some weapons became the original weapon range, even though the displayed range was much higher than the weapon attack range., I find that i only need to send all colonists expeditions to refresh the weapon status and it will be ok.
Lamb 23 Mar @ 9:42am 
@黑虎阿芙洛狄忒 were you able to find a solution to this?
Valhalla 9 Mar @ 3:04pm 
mod actually reduced the range of some weapons unnecessarily for some reason. I had a pawn carrying an smg with like 10 skill in shooting and they had less range than that of an impid fire ability and another with a charge rifle and 8 skill that has the normal range of a heavy SMG, but my colonist with 8 skill and a auto pistol as the range of a charge lance
SaMaHaJoGu 4 Mar @ 6:09pm 
What I am seeing is that it breaks the Range Finder function for some weapons and not for others… it seemed to work, but, strategically, I am now at a disadvantage as I am now no longer able to plan my pushes and pulls because I’m not even sure my guy can shoot when I push/pull… didn’t appear to break game, though. I just don’t know how to place my colonists appropriately after installing the mod.
黑虎阿芙洛狄忒 3 Mar @ 10:46am 
I don't know why the actual attack range sometimes doesn't change. While the modified range is shown in the weapon's stats panel, it still maintains the original range during actual combat. My stats panel shows a stacked range of 200, but in practice it remains at the original 60. This doesn't happen consistently - the mod works fine most of the time, but when this issue occurs, even reloading the game doesn't fix it.Could this be caused by conflicts with other range-affecting mods?
Volg 26 Feb @ 8:38am 
So, this is affecting the pawn only? It is just adjusting an accuracy number based on the pawns skill, then fudging it a bit based on weapon quality and maybe some other things? Then the result is applied to the accuracy number inherent to the weapon, while not changing the weapons at all? Thus any weapon mod will work just fine, because the changes based on weapon quality are applied to the pawn's base score, not the weapon?
bitmcm 25 Feb @ 7:39am 
I would like to also be able to adjust the influence of eyesight, pawns high on go juice can shoot across the entire map.

Great mod, thank you for your work.
水晶哥牌音响 11 Feb @ 6:01am 
This mod seems to conflict with Diverse Mechanoid War Procedure.
Siveen 12 Jan @ 10:19pm 
Seems to be incompatible with Rimworld of Magic's "Engineer Weapon" spell - the range will be set to 1 tile for the weapon.
LikewiseHH 27 Oct, 2024 @ 10:13pm 
Thanks for the reply. Will try again but basically I only had combat extended+hugs lib active.

I am currently using your CE version successfully but would like to limit the impact of manipulation and bi-pods because I want the weapon range not to explode.

Someone with bionic eyes, arms and on drugs can shoot across the entire maps even with a poor gun xD.

For this version you're also providing the C# code so I can make any edits by myself.
Would of course also do the trick if simple XML edits were possible in the CE version.

Thanks!
storm_trooper232  [author] 22 Oct, 2024 @ 6:15pm 
It is not incompatible with Hugslib : ).
This is likely an issue with another mod.
LikewiseHH 16 Oct, 2024 @ 3:26am 
After pretty extensive testing I found this to be incompatible with HugsLib. The true_range parameter is being calculated and shown on the weapon but not applied.
Nic 16 Sep, 2024 @ 2:06pm 
I love how it says works with CE under works with everything as if implying that you get asked a lot if it works with CE
storm_trooper232  [author] 10 Sep, 2024 @ 4:09pm 
If performance is an issue go into mod settings and change tick rate
Meatball Man 10 Sep, 2024 @ 12:27pm 
While the concept is really neat, this mod need some serious optimization. I removed it from my modpack after I noticed I was hitting 5ms long ticks... 4ms being taken by Dynamic Range's processes alone.
andrius319 10 Sep, 2024 @ 12:07pm 
it seems that range is flickering from "true range" to default or shorter (mostly staying at shorter) due to "compound eyes" gene (gives weapon range factor 110%, shooting accuracy +0.1 and sight +50%) from insectoids 2 mod.
storm_trooper232  [author] 7 Sep, 2024 @ 3:30am 
i’ve had no conflict with either of those. This is likely an issue with a different mod.
Alpasta 30 Aug, 2024 @ 11:32pm 
Doesn't work with Mad Skillz, load order determines which one works.
辉夜 17 Aug, 2024 @ 9:12pm 
After investigation, I found that there is a conflict with Character Editor. Can it be resolved? Here is my mod list:
Harmony [brrainz.harmony][ https://github.com/pardeike/HarmonyRimWorld ]
RimWorld [ludeon.rimworld][ https://steamhost.cn/app/294100/RimWorld ]
RimWorld - Royalty [ludeon.rimworld.royalty][ https://steamhost.cn/app/1149640/RimWorld__Royalty ]
RimWorld - Ideology [ludeon.rimworld.ideology][ https://steamhost.cn/app/1392840/RimWorld__Ideology ]
RimWorld - Biotech [ludeon.rimworld.biotech][ https://steamhost.cn/app/1826140/RimWorld__Biotech ]
RimWorld - Anomaly [ludeon.rimworld.anomaly][ https://steamhost.cn/app/2380740/RimWorld__Anomaly/ ]
Character Editor [void.charactereditor][ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1874644848 ]
Dynamic Range - Vanilla Edition [stormtrooper232.dynamicrange][ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3274034139 ]
辉夜 17 Aug, 2024 @ 8:43pm 
I found a problem, I don't know if it is a bug or the function of the mod itself. When multiple villains are recruited together, and the B button is used to attack the same target at the same time, only one villain is attacking.
SanguinarcAQL 9 Aug, 2024 @ 5:20am 
@TSense you can go into the mod's menu in game and change the range per skill level scaling. Though it's too bad you can't change other factor (legendary weapon has a flat 200% range bonus)

@Dravin you can go into the mod menu and change the amount of ticks between range refresh if it make you lag too much
Dravin 7 Aug, 2024 @ 4:05am 
this might be a HUGE tick killer, idk if its just my mod combination but it ate 100 TPS on a lategame colony before i removed it
Narlindir 5 Aug, 2024 @ 9:12pm 
compatible with yayos combat?
TSense 3 Aug, 2024 @ 8:45am 
Weapon Range = 32
Shooting Skill = 4
Weapon Quality = Normal
New Range = 6
I think it is bugged. Options would have been nice to lower the impact, but this "anyone below 10 can't use guns" idea is to much
Tajker 2 Aug, 2024 @ 2:53pm 
love the guys asking if it works with CE, nice to see the mod being continued
Retsu 1 Aug, 2024 @ 9:46am 
You will not believe how fustrated I was having a level 15 shooter to protect the village against a raider with level 6 aim, and they ended up missing every shot and had to resort to fistfighting.
Timou 29 Jul, 2024 @ 1:59am 
OganessonG 28 Jul, 2024 @ 6:45pm 
Can you add a range limit option? because it's unbalance in vanilla that a range is above 45.
艾青 25 Jul, 2024 @ 9:02pm 
@Mr. obgd CE射击都很准,不需要吧
President Matt Damon 20 Jul, 2024 @ 5:50pm 
may be a bug with the weapons included in Vanilla Weapons Expanded - Bioferrite. the range of the alternate fire seems to get swapped with the main weapon.
Mr. obgd 8 Jul, 2024 @ 8:42am 
does this work with CE?
storm_trooper232  [author] 7 Jul, 2024 @ 2:51pm 
I’ll fix it starting at 5
Denneisk 7 Jul, 2024 @ 5:08am 
About the "only sometimes" part, that was just it not updating fast enough. The Dynamic Range setting always overwrites the Long Range Firefights part, regardless of load order.
Denneisk 5 Jul, 2024 @ 12:20pm 
For Long Range Firefights, it seems to overwrite the long range factor, but only sometimes(?). My pawn of 14 shooting has a range of 37 (good quality weaopn) while the weapon reports 60.
LUVIRE 4 Jul, 2024 @ 9:33am 
oh boy im interested but its a stormtrooper
Ashen 3 Jul, 2024 @ 6:38am 
I think people are reporting that it has high tick usage because the mod's refresh rate setting upon install is at 5 for some reason even though the default is correctly set to 300.
storm_trooper232  [author] 2 Jul, 2024 @ 8:41am 
I have another version of this mod for combat extended.
This should work with long range firefights, LMK.
Denneisk 1 Jul, 2024 @ 11:41am 
How does this work with Long Range Firefights ?
DameInu23 29 Jun, 2024 @ 9:11am 
Thank you for your reply.
I will play it once I reach the ending in my current colony.

返答ありがとうございます。
今のコロニーでエンディングを迎えたら、遊ばせていただきます。
ZZZMETA 29 Jun, 2024 @ 9:04am 
Do you think you can add psychic sensitivitiy as a factor into how range works? I'm running a blindsight colony of psycasters, and I thought it would be really cool if their powers allowed them to sense where the enemy is
General_Degenerate 29 Jun, 2024 @ 6:49am 
Does this work with long range firefights? It feels like the base true range only shows the vanilla weapons range and not the modded range.

I think this mod would go great with long range firefights.
Erilaz 28 Jun, 2024 @ 10:51am 
Hm... Would this work with Combat Extended when it will be released? AFAIK the projectiles are separate from weapon range there, so is sounds possible in theory...
storm_trooper232  [author] 27 Jun, 2024 @ 6:29pm 
yes, this works with endless growth
storm_trooper232  [author] 27 Jun, 2024 @ 6:29pm 
Это не влияет на турели.
storm_trooper232  [author] 27 Jun, 2024 @ 6:28pm 
Tick rate can be changed in mod settings, at recommended levels the performance impact is negligible