RimWorld
Overcapped Accuracy
36 σχόλια
Catts 25 Νοε 2022, 22:01 
I made an updated version for 1.4:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2893452938

Please post any issues or comments there.
Nanz 10 Νοε 2022, 21:24 
oh damn is this the mod doing that charles? thanks
Not Charles 10 Νοε 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 Νοε 2022, 1:48 
Please 1.4
mkvltra 21 Οκτ 2022, 18:33 
Please update to 1.4?
MAXIMUS, Lucius Valerius 1 Δεκ 2021, 23:41 
thanks for any response
MAXIMUS, Lucius Valerius 16 Οκτ 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 Σεπ 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 Αυγ 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 Αυγ 2021, 11:20 
can you edit that so assault rifles gets better acuracy the closer the target are from the shooter?
Nales  [Δημιουργός] 22 Αυγ 2021, 2:14 
You mean bills? I don't have this issue, do you have any related error?
Saturday 21 Αυγ 2021, 11:06 
It made my crafting menus disappear? lol
OldFirehand 20 Ιουλ 2021, 4:43 
Love this mod, finally my top tier crafters are worth their salt.
ASS 8 Δεκ 2020, 13:18 
haha
Nales  [Δημιουργός] 8 Δεκ 2020, 12:55 
Your colonists can craft sniper rifles of masterwork or legendary quality.
ASS 8 Δεκ 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 Μαϊ 2020, 7:26 
Thank you!
Nales  [Δημιουργός] 29 Μαϊ 2020, 2:54 
Done
Revolus 29 Μαϊ 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  [Δημιουργός] 26 Μαϊ 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 Μαϊ 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 Μαρ 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 Φεβ 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 Φεβ 2020, 5:50 
Thanks
l0rf 25 Φεβ 2020, 4:48 
Thank you for the update. My incredibly overpowered Cyberroyalist Supersoldiers will thank you.
Nales  [Δημιουργός] 24 Φεβ 2020, 21:57 
Added support for 1.1
legoholic 24 Φεβ 2020, 16:54 
Any plans for this mod to be updated to v1.1?
Nales  [Δημιουργός] 4 Ιαν 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 Ιαν 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 Μαϊ 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 Μαϊ 2019, 14:00 
what happens if if the accuracy is above 100%
Jack Jagger 17 Ιαν 2019, 8:57 
Awesome!
RavenousEye 15 Ιαν 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 Ιαν 2019, 15:55 
do you think this is balanced?
Nales  [Δημιουργός] 13 Ιαν 2019, 22:29 
Yes, it's compatible with existing saves
RavenousEye 13 Ιαν 2019, 13:53 
is it compatible with current save file? or do i need to start over.
nice little extra to add