RimWorld

RimWorld

Weapon Range Rebalance for Combat Extended
81 Comments
Sweep Tosho 25 Jun @ 8:50pm 
okay awesome that's on me then, do you have a table or excel sheet of all of the rebalanced guns' ranges? that would be awesome
turkler  [author] 23 Jun @ 2:07pm 
@KyleFRS it is, with the bipod deployed
Sweep Tosho 23 Jun @ 1:49pm 
the table in the mod description says that the sniper rifle is supposed to be 60 with the range rebalance mod. 😵
turkler  [author] 16 Jun @ 10:51am 
@KyleFRS I checked the xml, Gun_SniperRifle is patched to have 49.9 range and VWE_Gun_MarksmanRifle is ptached to have 44.9 range. do you have any other mods that could be messing with the ranges?
Sweep Tosho 16 Jun @ 9:48am 
okay from further playtesting on stream marksman being at 55 and sniper at 60 makes sense to me, the only problem i have is the fact that all of the mechanoids severely outrange your entire industrial arsenal except for anti material rifles which it only matches at 64. otherwise everything feels good to me
Sweep Tosho 15 Jun @ 10:00pm 
i wonder if it's just on my side though... by any chance do you have a spreadsheet of all the intended ranges for the weapons so i could edit them in character editor?
turkler  [author] 15 Jun @ 9:58pm 
@KyleFRS whoops
Sweep Tosho 15 Jun @ 9:57pm 
the sniper is 50 range though?
turkler  [author] 15 Jun @ 10:18am 
I'm open to feedback if it feels off though
turkler  [author] 15 Jun @ 10:17am 
@KyleFRS yeah it's slightly less than the sniper rifle
Sweep Tosho 15 Jun @ 10:15am 
is the marksman rifle supposed to have 55 range? it feels super strong to me.
turkler  [author] 5 Jun @ 7:26pm 
@Bepis huh, I'll take a look. thanks for the report
Bepis 5 Jun @ 1:37pm 
Thank you for the mod!!!

Should this work for mechanoid weapons? I noticed the lancer weapon for small mechanoid still has insane range.. Like double of a AR for example, mech turrets also have huge range
turkler  [author] 23 May @ 8:05pm 
@Heavenly Guardian yeah maybe
Heavenly Guardian 23 May @ 6:59pm 
Could you patch ancient amorphous threat?
turkler  [author] 22 May @ 3:21pm 
btw big props to you for being able to recognize the intended vision of the mod, not many people get that and ask me to patch mods with hundreds of practically identical weapons.
turkler  [author] 22 May @ 1:57pm 
@vin see I'm not even that against patching harkon's mods. the problem is twofold
first, most of his weapon mods require his code mod to be used. his core mode is not only broken but also required a partially broken, performance intensive mod called xml extensions. harkon is very strict about permissions (and has mostly left the modding bubble) so it's not like anyone can get permission to pick up the torch.
I'd love to play with some of his mods too, his ks23 is right up my alley, but I'm afraid it's just too much trouble. I'd recommend getting another weapon pack with similar weapons
vin 22 May @ 1:14pm 
I know its probably at the bottom of your priority list considering the intended direction of this mod, but I really like what you're trying to do and miss some of the mods I used to use. I'm sure others have asked in the past already, but I think some of the guns Harkon's made in gun nut are fun and cool, would you consider patching one or two of the major collections in the future? Thanks turk.
I CANT BREEF 20 May @ 7:24pm 
Oh well. I'll use some weapons mod from the discription here, that are patched. Thank you for quick responce bro!
turkler  [author] 20 May @ 7:19pm 
no, I don't have any plans to patch those mods either
I CANT BREEF 20 May @ 7:11pm 
Hi Turkler and Bean, guys, can you tell me pls, does your range tweak mods work with ModularWeapons mod? Basic CE guns indeed shoot a bit too far for my liking, and i want to use your mod to fix it, but at the sime time I want my beloved pawns to be true gravy seals dressed in cool drip!

ModularWeapons mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878204522&searchtext=weapon+modulation

Or maybe your mod work with this one?
Modularization Vanilla Weapon
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2890560539
Bean 28 Apr @ 3:07pm 
Works for me! just sent you a discord dm so we dont have to flood your comment section lolol
turkler  [author] 28 Apr @ 3:00pm 
@Bean you can take the whole patch if you'd like, I wouldn't mind dropping support on my end and redirecting people to yours
Bean 28 Apr @ 2:54pm 
Sure! I am currently pretty far along in a playthrough with DMS. Ill throw patches on whatever I think needs dif numbers and just set mine to load after yours
turkler  [author] 28 Apr @ 2:33pm 
@Bean would you be interested in adopting the dms patches? I don't play with dms so the numbers for that patch are a bit all over the place.
Bean 28 Apr @ 2:00pm 
looks like they are the 3 guns found in CE/Def not CE/Patches for DMS AC
Bean 28 Apr @ 1:52pm 
looks like izhmal, gshg, and Yak-B may have been missed in DMS ancient corps.
For now, just gonna update my sub-mod to patch those 3
Sgtknispel23 27 Apr @ 12:10pm 
thanks for this mod i will be using it in my next run, one thing that always did bug me was the ranges of everything in CE
turkler  [author] 27 Apr @ 7:50am 
@Lobster君 yes
Lobster君 27 Apr @ 7:14am 
How about the turret range? Is it also rebalanced
Bean 25 Apr @ 4:10pm 
<3
turkler  [author] 23 Apr @ 7:54pm 
@Bean yes
Bean 23 Apr @ 6:40pm 
is The Dead Man's Switch - AncientCorps patched?
Goldengear1111 10 Apr @ 7:40am 
Any one know if there is a arma 3 patch?
Bean 24 Mar @ 1:31pm 
Dealer Mangan 28 Feb @ 11:46pm 
Gun Nut mod series patch would be lovely.
turkler  [author] 8 Feb @ 11:06pm 
@ChenLongMaster97 yes
ChenLongMaster97 8 Feb @ 5:27pm 
Is this mod safe to remove mid-game?
Asterza 7 Feb @ 8:14am 
GOATed, thanks man !
turkler  [author] 7 Feb @ 4:39am 
@Asterza I patched [RH2] Faction: Gruppa Krovi, also patched [RH2] Faction: Bounty Hunters while I was at it
SFH 7 Feb @ 3:51am 
Alrighty, thanks
turkler  [author] 7 Feb @ 2:49am 
@SFH that mod is already patched, I just forgot to add it to the description it turns out
SFH 7 Feb @ 12:48am 
Hello, would you consider patch for Reinforced Mechanoid 2 (Continued) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400713047 ?
turkler  [author] 6 Feb @ 2:43pm 
@Asterza I'll consider it
Asterza 6 Feb @ 2:43pm 
Thank you for this mod. Would you consider patching [RH2] Faction: Gruppa Krovi?
turkler  [author] 2 Feb @ 12:29am 
updated patches, now all of ce armory is patched!
Pablo Discobar 16 Jan @ 7:07pm 
Man, thanks for this. As well as the other one that handles weapon names :)
Nathanlasvegas 16 Jan @ 5:49pm 
Could Local's collection of gun mods be patched?
turkler  [author] 15 Oct, 2024 @ 8:21pm 
@I.T. most likely not as those don't fit into the generic theme of the pack. however, there are unofficial addons to weapon range rebalance and you're free to either make your own or ask/commission another modder to do it for you
I.T. 15 Oct, 2024 @ 6:51pm 
any chance of the bill doors/eccentric tech weapons getting patched?