RimWorld

RimWorld

Overcapped Accuracy
36 kommentarer
Catts 25 nov, 2022 @ 22:01 
I made an updated version for 1.4:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2893452938

Please post any issues or comments there.
Nanz 10 nov, 2022 @ 21:24 
oh damn is this the mod doing that charles? thanks
Not Charles 10 nov, 2022 @ 20:34 
So like, does anyone know why this mod causes settlements to not spawn? Whenever I have this mod enabled only one faction settlement will spawn on the planet when generating new saves.
LeeYuu 10 nov, 2022 @ 1:48 
Please 1.4
mkvltra 21 okt, 2022 @ 18:33 
Please update to 1.4?
MAXIMUS, Lucius Valerius 1 dec, 2021 @ 23:41 
thanks for any response
MAXIMUS, Lucius Valerius 16 okt, 2021 @ 9:13 
There is crash after using psychic ability from this mod (tested with Harmony, hugslib this mode and the other mod):
Pawn Jackalope threw exception while executing toil's finish action (1), jobDriver=RimWorld.JobDriver_PsychicPower, job=UsePsychicPower (Job_65824) A=Thing_Human701, toilIndex=0: System.NullReferenceException: Object reference not set to an instance of an object
at OvercappedAccuracy.OvercappedAccuracy+StatExtension_GetStatValue_Patch.Prefix (System.Single& __result, Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess) [0x00001] in <a3840b58b0a041afbaf1555fe39c5d85>:0
at (wrapper dynamic-method) RimWorld.StatExtension.RimWorld.StatExtension.GetStatValue_Patch1(Verse.Thing,RimWorld.StatDef,bool)
at RimWorld.PsychicMod.addBrainBurn (Verse.Pawn user, RimWorld.PsychicPowerDef power) [0x0008a] in <0d11cd286adf41bab00145914ee4a2c6>:0
Daniel_USA 3 sep, 2021 @ 17:38 
the point of extra accuracy is to make up for a shitty marksman. essentially a 200% accuracy would mean someone with -100% accuracy would have 100% accuracy.
PremierVader 27 aug, 2021 @ 16:45 
Hey so does the extra accuracy beyond 100% make any difference at all? Wont it be the same thing as 100% accuracy?
Alien_Halls 27 aug, 2021 @ 11:20 
can you edit that so assault rifles gets better acuracy the closer the target are from the shooter?
Nales  [skapare] 22 aug, 2021 @ 2:14 
You mean bills? I don't have this issue, do you have any related error?
Saturday 21 aug, 2021 @ 11:06 
It made my crafting menus disappear? lol
OldFirehand 20 jul, 2021 @ 4:43 
Love this mod, finally my top tier crafters are worth their salt.
ASS 8 dec, 2020 @ 13:18 
haha
Nales  [skapare] 8 dec, 2020 @ 12:55 
Your colonists can craft sniper rifles of masterwork or legendary quality.
ASS 8 dec, 2020 @ 11:56 
thing is, raiders almost never use sniper rifles above normal quality, so what is function of this mod if it's function won't be used?
Revolus 29 maj, 2020 @ 7:26 
Thank you!
Nales  [skapare] 29 maj, 2020 @ 2:54 
Done
Revolus 29 maj, 2020 @ 0:07 
Please delete all files from the folder "1.1/Assemblies", but your "OvercappedAccuracy.dll". Please use "<modDependencies>" to link 0harmony, don't ship it in your mod.
Nales  [skapare] 26 maj, 2020 @ 12:48 
Not sure about the performance issues (it already returned false, no?), but yeah, the logic was faulty. I fixed it, thanks for the report.
Charlotte 25 maj, 2020 @ 19:03 
Your logic in StatExtension_GetStatValue_Patch Prefix is causing massive performance issues on every tick on everything. You're not supposed to touch the __result if it's not accuracy related, as it is you are forcing every stat to calculate again with no change because you return true for the logic to continue.
nhatanh0475 18 mar, 2020 @ 0:24 
Seem like your mods are causing this:
Type ShaderUtilities probably needs a StaticConstructorOnStartup attribute, because it has a field k_ShaderRef_MobileSDF of type Shader. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?1363260032::Update_Patch1>(Root)
Verse.Root_Entry:Update()
I though this was Textures mods causing problem but no, I turn off those Textures mod affect Gun. And your mods is the one causing this, apparently when I turn off this mod, the yellow error gone.
Bishop 27 feb, 2020 @ 11:59 
This mod makes perfect sense when factoring in cover, and reduced manipulation. Another mod that makes me ask "why isn't this in vanilla?" Nicely done.
legoholic 25 feb, 2020 @ 5:50 
Thanks
l0rf 25 feb, 2020 @ 4:48 
Thank you for the update. My incredibly overpowered Cyberroyalist Supersoldiers will thank you.
Nales  [skapare] 24 feb, 2020 @ 21:57 
Added support for 1.1
legoholic 24 feb, 2020 @ 16:54 
Any plans for this mod to be updated to v1.1?
Nales  [skapare] 4 jan, 2020 @ 19:24 
This mod has no effect on mortars, as mortars use "forced miss radius" instead of accuracy. So it should be compatible with those mods.
Thundercraft 4 jan, 2020 @ 15:10 
Q1: "Ranged weapons," you say? Will this affect the accuracy of Mortars?

Q2: Is this compatible with the likes of Mortar Accuracy or Accurate Mortars?
RavenousEye 4 maj, 2019 @ 15:36 
you will probably get a better aim against cover.
example: someone has 50% cover, the gun has 110% accuracy, this will now only be 40% more chance to dodge (- the 10% above 100).

all tho i can't confirm it, this sounds the most logical to me
zradack12 4 maj, 2019 @ 14:00 
what happens if if the accuracy is above 100%
Jack Jagger 17 jan, 2019 @ 8:57 
Awesome!
RavenousEye 15 jan, 2019 @ 5:31 
it is with vanila guns as above 100% is very rare to get, only legendary weapons mostly get it.
for modded weapons depends on good their original accuracy is. all tho for all of mine it's balanced so far
pinbuck 14 jan, 2019 @ 15:55 
do you think this is balanced?
Nales  [skapare] 13 jan, 2019 @ 22:29 
Yes, it's compatible with existing saves
RavenousEye 13 jan, 2019 @ 13:53 
is it compatible with current save file? or do i need to start over.
nice little extra to add