RimWorld

RimWorld

Sharp Shots
70 Comments
SirProok  [author] 24 Aug @ 6:41am 
@Wally Winker ;) It increases the effect of the mod. So 2, doubles the mods effect.
Wally Winker ;) 22 Aug @ 1:12pm 
What effect does increasing aim time scaling factor above 1 have?
SirProok  [author] 7 Aug @ 5:02pm 
@Andromeda For shotguns, I'll rely on weapon modders for those.

For other combat stuffs...
Stay tuned. I'm finishing testing the next mod which introduces my version of close quarters combat, fighting positions, and terrain combat modifiers.
SirProok  [author] 7 Aug @ 4:58pm 
@neologia Yes, just couldn't get it figured before my move.
neologia 1 Aug @ 10:11am 
Huhu love your mods :D
Is there any chance for a checkbox to include turrets?
Andromeda 31 Jul @ 11:06am 
I've been playing with this for a while and it's great! If you add Proper Shotguns and Gun Play, as well as all your mods from the collection, it's a pretty good alternative to CE
SirProok  [author] 23 Jul @ 3:05pm 
@Blackthorn. Nope, I wrote this mod description. I wouldn't trust any llm to decipher my code and math into an accurate description.

As such you either find my whimsical tone good enough to be llm slop. In which case: thank you?

Or you find said slightly sarcastic and over dramatic talk annoying or otherwise off putting. In which case: you can play the mod and not need to worry about it as I did no writing in game :)
SirProok  [author] 23 Jul @ 3:00pm 
@OneOfTheHomies. Enjoy!
Blackthorn 23 Jul @ 9:30am 
was this description written using an LLM?
OneOfTheHomies 23 Jul @ 9:24am 
Fucking, THANK YOU.
Myphicbowser 20 Jul @ 10:19am 
Thanks SirProok! I appreciate your quick reply!
SirProok  [author] 20 Jul @ 10:18am 
@Myphicbowser you are correct. The specialist stats are properly taken into account because they modify base rimworld values.

I play with VSE as well and so it being compatible was a personal requirement :)
Myphicbowser 20 Jul @ 8:47am 
How does this work with Vanilla Skills Expanded? They have specialist stats, and I'll fully admit I'm a moron and I'm way overthinking the description in all your mods

"There should be no conflict with any mod that uses existing values in game."

Does that mean that so long as they aren't adding new stats it should work?
SirProok  [author] 19 Jul @ 10:15am 
@Andromeda I may get around to that... Tis a good idea.

For now, a simple explanation is that at range 0-3 accuracy is about the same as vanilla, but at long ranges it stay elevated and very closely tied to the shooter's skill.

Vanilla negatives like target body size and distance have been moved to increasing the aiming time.

The idea is that if you have the tiny enemy all the way across the map in your scope. You should hit if you are a good shot. It may just take longer to get them into your sights!
Andromeda 19 Jul @ 8:55am 
Sounds interesting, could you provide a comparison in the form of a graph(?) with vanilla under the same conditions using the same pawn? Because right now, it's hard to understand anything.
KJ 19 Jul @ 2:10am 
Thank you!
SirProok  [author] 18 Jul @ 10:14pm 
Update:

Controls have been added!

You can now set range bands for weapons.
Note these are automatically multiplied by any mod that changes weapon ranges, not just Extended Ranges!

You can now customize accuracy for any skill level of shooting and set a value to handle shooting skill levels over 20.

Check box has been added to opt out of the cover/sight calculations.

Aiming Time slider is now a value box. If set to 0 it opts out of the aiming time changes.
lucky_one 🍀 18 Jul @ 8:32pm 
Can't wait to put my hands on it, sounds cool. I love that everything is customizable and vanilla-friendly, helps a lot for pairing it with other mods.
SirProok  [author] 18 Jul @ 8:22pm 
Glad to hear! I am almost done with the armor curve rework. Once done, this mod will get a more settings/custom options.
lucky_one 🍀 18 Jul @ 8:16pm 
Thanks for the answer. I'm using your 4 mods and the combat feels amazing. Best part is, it's not freaking tedious or over-complicated to use like the other combat mods. This fits vanilla perfectly. Appreciate your work boss :er_heart:
SirProok  [author] 18 Jul @ 8:12pm 
@lucky_one 🍀

Targeting someone in 50% cover.

Sight 50%: Cover 84%.
Sight 100%: Cover 50%.
Sight 150%: Cover 38%.
lucky_one 🍀 18 Jul @ 5:44pm 
I'm sorry if I ask too much, but what does "High sight reduces the effectiveness of cover. Low sight, makes cover more effective." mean? Like, the actual % of sight the pawns have? Or I am not understanding something?
SirProok  [author] 18 Jul @ 3:09pm 
@Pentasis Sensible Aiming, based on my reading, just doubles chance to hit. This changes the entire math of aiming and shooting.

The general gist is thus:
Aiming time is increased based on distance and target size.
Shooting accuracy no longer uses distance or target size, and uses sight to modify cover effectiveness.
Pentasis 18 Jul @ 8:44am 
May I ask how this mod differs from the 'Sensible Aiming' mod?
SirProok  [author] 18 Jul @ 5:13am 
@mikester112 Will be doing a cleanup and customization setup later today! Alas... Day job calls.
mikester112 17 Jul @ 11:25pm 
Cool mod but could you stop it outputting to the console every time it calculates cover?
SirProok  [author] 17 Jul @ 8:26pm 
@The Lost Cake I'll now (tomorrow) start rolling out more settings for further control!
SirProok  [author] 17 Jul @ 8:25pm 
Final update for today.

Cover Tweak: High sight reduces the effectiveness of cover. Low sight, makes cover more effective.

Thanks @Croctus for the idea!
Drimsiii 17 Jul @ 6:48pm 
@SirProok Yup, issue is fixed. thank you, you're a godsend
lucky_one 🍀 17 Jul @ 6:42pm 
It's fixed. Thank you very much sir :er_heart:
lucky_one 🍀 17 Jul @ 6:37pm 
I will check it asap, thanks! I'm loving the mod
SirProok  [author] 17 Jul @ 6:35pm 
@Drimsiii @lucky_one 🍀

I turned on 106 VE mods. Found a map bug related to gas. No idea which one caused it, but I have published a fix.
lucky_one 🍀 17 Jul @ 6:21pm 
I have the same problem as @Drimsiii, tell them to hunt, they stay idle "waiting"
Drimsiii 17 Jul @ 6:20pm 
@SirProok I've been testing everything i could to find out why this happens (only this mod and VEF, only this mod, this mod and a few other suspects etc) and i still don't know why. For some reason, if i draft the pawn and send then close to the hunting target, they go back to hunting on their own. Any way for me to share the logs or my mods list for you to check out?
Poised 17 Jul @ 6:17pm 
much better, ty :D
SirProok  [author] 17 Jul @ 6:14pm 
@Drimsiii I just re-checked. No issues with the framework itself (either loaded before or after). Combat, auto hunting, or manual hunting. Hmm... Let me enable my VE collection and see what I see in the logs.
Drimsiii 17 Jul @ 5:52pm 
@SirProok So, for some reason, when this mod is active and a pawn is given a hunting job, they just stand there (menacingly) and do nothing. I'm still trying to figure out why. I know it's this mod because as soon as i removed it (and nothing else) they were back to normal. As far as i could tell, it wasn't playing well with Vanilla Expanded Framework.
Plusthreemood 17 Jul @ 5:36pm 
Cool beans! Look forward to using it c:
aubrey 17 Jul @ 5:24pm 
yay thanks for fix! :3
Astraos 17 Jul @ 5:22pm 
@SirProok You did a great job of fixing it really quickly! I appreciate your work to create these mods, it really makes things a lot more coherent to play with!
SirProok  [author] 17 Jul @ 5:19pm 
@Astraos Yeah this whole super-bad-crash-slipping-through-testing perpetually lives in my nightmares. REALLY glad to hear the fix is working for someone who isn't me!
SirProok  [author] 17 Jul @ 5:18pm 
@cyanobot I actually don't touch cover at all so as long as they patched only the cover system, they should work together!
Astraos 17 Jul @ 5:17pm 
Awesome! No more crash for me, appreciate the fix!
SirProok  [author] 17 Jul @ 5:08pm 
@Drimsiii @Croctus if something does increase the values like unlimited reborn, this mod will take full advantage of those higher modifiers so long as they didn't patch the shooting/combat itself.

I'll be adding to my list to add in some more support for part efficiency as well!
Astraos 17 Jul @ 5:08pm 
Fantastic! Looks like you fixed it right as I crashed, time to see if it works haha
lucky_one 🍀 17 Jul @ 5:04pm 
Nice to hear! I will be testing the full pack later or tomorrow. I was enjoying it till the crashes appeared. I will give you every feedback i can! :er_heart:
SirProok  [author] 17 Jul @ 5:04pm 
@Plusthreemood and @aubrey thanks for the confirmations of the CTD! It prompted me to look more overly broad than I likely would have if I thought it impacted one person in a niche case.
SirProok  [author] 17 Jul @ 5:02pm 
@lucky_one Many things to cover...

1. I definitely thought I made the range mod public last night. I corrected this over lunch and it is now available via the collection or searching.

2. Thanks for alerting me to the crash. The bug I quashed last night required a full method rewrite, and I didn't think I changed the bit affecting non-pawns. Turns out I did.
SirProok  [author] 17 Jul @ 4:59pm 
Praise the Archonexus! I found the pesky infinite loop causing fail over code.

Silly me set a value to false that needed to be true. We should be good to go!
lucky_one 🍀 17 Jul @ 3:57pm 
I dont know what details can I give you, seems to crash every fight and I cant point out why. I did the same fight 5 times, sometimes it would CTD at the start, sometimes after 2 or 3 mins etc.

Really weird tbh