RimWorld
Overcapped Accuracy
36 Komentar
Catts 25 Nov 2022 @ 10:01pm 
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 Nov 2022 @ 9:24pm 
oh damn is this the mod doing that charles? thanks
Not Charles 10 Nov 2022 @ 8:34pm 
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 @ 1:48am 
Please 1.4
mkvltra 21 Okt 2022 @ 6:33pm 
Please update to 1.4?
MAXIMUS, Lucius Valerius 1 Des 2021 @ 11:41pm 
thanks for any response
MAXIMUS, Lucius Valerius 16 Okt 2021 @ 9:13am 
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 @ 5:38pm 
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 Agu 2021 @ 4:45pm 
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 Agu 2021 @ 11:20am 
can you edit that so assault rifles gets better acuracy the closer the target are from the shooter?
Nales  [pembuat] 22 Agu 2021 @ 2:14am 
You mean bills? I don't have this issue, do you have any related error?
Saturday 21 Agu 2021 @ 11:06am 
It made my crafting menus disappear? lol
OldFirehand 20 Jul 2021 @ 4:43am 
Love this mod, finally my top tier crafters are worth their salt.
ASS 8 Des 2020 @ 1:18pm 
haha
Nales  [pembuat] 8 Des 2020 @ 12:55pm 
Your colonists can craft sniper rifles of masterwork or legendary quality.
ASS 8 Des 2020 @ 11:56am 
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 Mei 2020 @ 7:26am 
Thank you!
Nales  [pembuat] 29 Mei 2020 @ 2:54am 
Done
Revolus 29 Mei 2020 @ 12:07am 
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  [pembuat] 26 Mei 2020 @ 12:48pm 
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 Mei 2020 @ 7:03pm 
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 @ 12:24am 
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 @ 11:59am 
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 @ 5:50am 
Thanks
l0rf 25 Feb 2020 @ 4:48am 
Thank you for the update. My incredibly overpowered Cyberroyalist Supersoldiers will thank you.
Nales  [pembuat] 24 Feb 2020 @ 9:57pm 
Added support for 1.1
legoholic 24 Feb 2020 @ 4:54pm 
Any plans for this mod to be updated to v1.1?
Nales  [pembuat] 4 Jan 2020 @ 7:24pm 
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 @ 3:10pm 
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 Mei 2019 @ 3:36pm 
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 Mei 2019 @ 2:00pm 
what happens if if the accuracy is above 100%
Jack Jagger 17 Jan 2019 @ 8:57am 
Awesome!
RavenousEye 15 Jan 2019 @ 5:31am 
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 @ 3:55pm 
do you think this is balanced?
Nales  [pembuat] 13 Jan 2019 @ 10:29pm 
Yes, it's compatible with existing saves
RavenousEye 13 Jan 2019 @ 1:53pm 
is it compatible with current save file? or do i need to start over.
nice little extra to add