RimWorld

RimWorld

Overcapped Accuracy
36 Comments
Catts Nov 25, 2022 @ 10:01pm 
I made an updated version for 1.4:
https://steamcommunity.com/sharedfiles/filedetails/?id=2893452938

Please post any issues or comments there.
Nanz Nov 10, 2022 @ 9:24pm 
oh damn is this the mod doing that charles? thanks
Not Charles Nov 10, 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 Nov 10, 2022 @ 1:48am 
Please 1.4
mkvltra Oct 21, 2022 @ 6:33pm 
Please update to 1.4?
MAXIMUS, Lucius Valerius Dec 1, 2021 @ 11:41pm 
thanks for any response
MAXIMUS, Lucius Valerius Oct 16, 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 Sep 3, 2021 @ 5:38pm 
the point of extra accuracy is to make up for a ♥♥♥♥♥♥ marksman. essentially a 200% accuracy would mean someone with -100% accuracy would have 100% accuracy.
PremierVader Aug 27, 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 Aug 27, 2021 @ 11:20am 
can you edit that so assault rifles gets better acuracy the closer the target are from the shooter?
Nales  [author] Aug 22, 2021 @ 2:14am 
You mean bills? I don't have this issue, do you have any related error?
Saturday Aug 21, 2021 @ 11:06am 
It made my crafting menus disappear? lol
OldFirehand Jul 20, 2021 @ 4:43am 
Love this mod, finally my top tier crafters are worth their salt.
ASS Dec 8, 2020 @ 1:18pm 
haha
Nales  [author] Dec 8, 2020 @ 12:55pm 
Your colonists can craft sniper rifles of masterwork or legendary quality.
ASS Dec 8, 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 May 29, 2020 @ 7:26am 
Thank you!
Nales  [author] May 29, 2020 @ 2:54am 
Done
Revolus May 29, 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  [author] May 26, 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 May 25, 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 Mar 18, 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 Feb 27, 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 Feb 25, 2020 @ 5:50am 
Thanks
l0rf Feb 25, 2020 @ 4:48am 
Thank you for the update. My incredibly overpowered Cyberroyalist Supersoldiers will thank you.
Nales  [author] Feb 24, 2020 @ 9:57pm 
Added support for 1.1
legoholic Feb 24, 2020 @ 4:54pm 
Any plans for this mod to be updated to v1.1?
Nales  [author] Jan 4, 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 Jan 4, 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 May 4, 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 May 4, 2019 @ 2:00pm 
what happens if if the accuracy is above 100%
Jack Jagger Jan 17, 2019 @ 8:57am 
Awesome!
RavenousEye Jan 15, 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
skinwalker Jan 14, 2019 @ 3:55pm 
do you think this is balanced?
Nales  [author] Jan 13, 2019 @ 10:29pm 
Yes, it's compatible with existing saves
RavenousEye Jan 13, 2019 @ 1:53pm 
is it compatible with current save file? or do i need to start over.
nice little extra to add