Adds selectable fire modes to vanilla ranged combat.
Inspired by Combat Extended, this mod expands vanilla ranged combat by adding selectable fire modes to ranged weapons — without overhauling the core combat system.
Adapt your weapon behavior to the battlefield by adjusting factors such as accuracy and burst count to fit the situation.
Fire Modes:
▪ Default
- The original vanilla behavior, unchanged.
▪ Precision
- Increases accuracy and aim time while reducing burst count and cooldown. Ideal for long-range engagements.
- Accuracy: 150%
- Aim Time: 120%
- Cooldown: 50%
- Burst Count: 80%
▪ Short Burst
- Slightly boosts overall firing tempo at the cost of some accuracy
- Accuracy: 80%
- Aim Time: 80%
- Cooldown: 80%
- Burst Count: Scales dynamically based on the weapon’s original burst count, peaking at 175% when the base burst is 4. The bonus gradually tapers off for weapons with lower or higher burst counts, with a minimum of 50%.
▪ Suppression
- Trades precision for overwhelming firepower — perfect for area denial and sustained pressure.
- Accuracy: 50%
- Aim Time: 50%
- Cooldown: 120%
- Extra Shots: Scales dynamically based on the weapon’s original burst count, reaching up to +10 additional shots when the base burst is 5. The bonus increases up to this point and then gradually declines for weapons with much higher burst counts.
▪ Auto Selection
- Automatically switches firing modes based on target distance
- Suppression: 0 ~ 12 cells
- Short Burst: 12 ~ 25 cells
- Precision: 25+ cells
All values are fully configurable in Mod Settings, including per-weapon customization.
If you need selectable melee modes along with melee parrying and counterattacks, please try my other mod 👉Vanilla Melee Modes
Note: The burst shot bonus does not apply to single-shot or one-time-use weapons.
FAQ
Q: CE ?
A: Compatible (only ensures no errors). However, CE already includes its own fire mode system — use whichever fits your preference. Using both at the same time is NOT recommended.
Q: Weapon Mods ?
A: Should work with most weapon mods, though burst bonuses may not apply to certain weapons.
Q: Is it compatible with "Vanilla Combat Reloaded", "Yayo's Combat 3" or "RunAndGun" ?
A: Based on my testing, yes.
Q: Does this mod work with Mechanoids?
A: Yes — this mod works with all Mechanoids that can equip a ranged primary weapon, including those added by other mods. If you find that your Mechanoid doesn’t have the fire mode toggle button, try adjusting the mod load order and make sure the Mechanoid is actually capable of equipping a ranged primary weapon.
Q: Does this firing mode apply to enemies or NPCs?
A: Yes. By default, AI-controlled pawns will automatically switch firing modes based on distance. You can also disable this feature in the mod settings.
Q: Is it compatible with "Perspective Shift"?
A: Yes. I did some basic testing and didn’t encounter any issues. However, "Perspective Shift" ignores aiming time for the controlled colonist. If you feel this affects balance, you can adjust it in Perspective Shift’s settings.
Q: Can this mod be added mid-save?
A: Yes.
Q: Can this mod be removed mid-save?
A: Theoretically yes.
Source Code
Github[github.com]