RimWorld

RimWorld

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Mortar Accuracy
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.103 MB
May 1, 2019 @ 6:13pm
Apr 15 @ 4:13pm
51 Change Notes ( view )

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Mortar Accuracy

Description
Q: How is this different from vanilla Rimworld mortar accuracy?
A: Vanilla mortar accuracy is only modified by shooting skill. This mod adds more features and options, shown in the list below

Description
A collection of options to make mortars more/less accurate. Customizable in the Mod Settings menu. These changes affect all mortar/catapult/trebuchet shots, including enemy mortars. Changes include:
  • Lead moving targets!
  • Weather: Mortar accuracy is affected by weather and time of day (in vanilla, mortar shots rarely are affected by weather)
  • Colonist Skill: Mortar accuracy is affected by colonist Intellectual and/or Shooting skill
  • Cover Miss Chance Removed: In vanilla, mortar accuracy is reduced based on the target's cover (why would targeting someone behind a tree cause my mortar to be less-accurate?)
  • Accuracy radius preview and blast radius
  • Customize how much skill affects accuracy, including giving everyone 100% perfect accuracy

Compatibility
  • Can be freely added/removed from saved games
  • Compatible with all modded mortars, catapults, trebuchets, handheld mortars, etc
  • Compatible with Multiplayer
  • Incompatible with Combat Extended:. A patch is unlikely with CE being such a large overhaul. CE does have their own mortar accuracy mechanics using spotting binoculars

Translations
English, Russian, Chinese Simplified, Spanish (Latin American), French, and German supported.
If you'd like to contribute to a translation, the path for the languages .xml files is below. You can copy any existing file, edit the text, and send me a link to include a new or updated translation in the next update!
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1729446857\Languages

Github version here[github.com]

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Popular Discussions View All (2)
11
Dec 7, 2022 @ 3:13am
Suggestions/Feedback
Hob Took
13
Jan 2, 2023 @ 2:58pm
Github Update
Think3r
642 Comments
hardbrocklife May 8 @ 6:06am 
Thank you!
J May 3 @ 7:20am 
@Hob Took:

Got it, thanks for the explanation!
Hob Took  [author] May 3 @ 4:06am 
I see Rimworld 1.5 has the verb property "forcedMissEvenDispersal" which selects a random angle and radius weighted by a golden ratio to produce an even distribution across all the targeted cells.

BUT, this isn't enabled on the mortar ha
Hob Took  [author] May 3 @ 3:58am 
@pepsigamer02 In vanilla, after rolling for a random cell to target, if the random cell happens to be the cell we wanted to target (the exact center) then cover is applied and we roll to see if the shot misses due to cover.

In modded, cover has no affect on mortar shots. We merely are determining a random angle + radius to target then let it fire.


As to why the Q&A doesn't talk about sight and manipulation, Rimworld keeps changing how mortar accuracy is calculated and I haven't bothered to keep the Q&A up to date with the sight, manipulation, mortar barrel, difficulty setting, and Rimwold version differences.
Hob Took  [author] May 3 @ 3:51am 
(skill multiplier) is a 0->2 range multiplier. If we use the mod default values of maximum skill = 75% miss reduction and no skill = -40% miss reduction, these would be the miss values:

Base mortar miss radius = 13 (assuming no weather multiplier)
Colonist with avg skill 0 = 40% increase in radius, 18.2
Colonist with avg skill 10 = 57.5% reduction (halfway between -40% and +75%), 5.525
Colonist with avg skill 20 = 75% reduction, 3.25
Hob Took  [author] May 3 @ 3:51am 
@J and @pepsigamer02

Vanilla applies forced miss radius + a multiplier combined of shooting skill, sight, and manipulation. Then chooses a random cell within the radius to target, weighting the outer-most cells incredibly high vs the inner-most cells (as your radius increases, the outer ring has more cells. Choosing a purely random cell has a higher chance to be in the outer ring).

Modded: (base forced miss radius) * (weather accuracy multiplier) * (skill multiplier)
Then we choose a random angle + radius as the target to get an equal distribution of targets.

Base miss radius is a vanilla value and weather accuracy is a vanilla value although vanilla does not factor it into mortar shots.
pepsigamer02 May 1 @ 9:54pm 
I am a bit confused about this mod, As of this post the wiki states that mortars are only affected by the "mortar miss radius modifier" which is in turn affected by shooting skill, sight (caped at 100%), and manipulation. why does the Q&A state otherwise? How does this mode take that away/change the mortar miss radius multiplier? Why does it state cover affects mortars Miss radius? (i don't believe any forced miss radius weapons are, ie grenades/launchers).
J Apr 29 @ 4:40pm 
@Hob Took:

Could you please explain the worst/best accuracy? Do I understand it correctly that it’s applied to the result of the Mortar Miss Radius Multiplier and scales, so that the mod’s default worst accuracy of -50% is at 0 skill and 75% at 20 with 20 different steps in-between (i.e. 0% at 9 in skill)? Like, in vanilla [rimworldwiki.com], MMRM at 0 Shooting is normally at 120%, that’s a radius of 10.8, but with Mortar Accuracy that’s going to be what, 10.8-50%, so 5.4, is that correct?
Mufasa Apr 27 @ 12:30pm 
Back to working normally 1.4, thank you for your work.

I had same exception trigger as Dax, error ticking pawn TryCastShot.
GaylordButts Apr 25 @ 7:18pm 
@Dax I'd guess the second feature here:
-Pyromaniac now adds a Fire need bar.
-This bar increases by 16% every time the pawn fires or throws an incendiary weapon.