RimWorld

RimWorld

True Visual Misses (1.6 r3)
87 Comments
Lucio Magno  [author] 3 hours ago 
Again, that was a problem withing Big&Small that was surfaced by this mod, and not directly caused by TVM, the update i'll be releasing now should fix those types of errors.
Traderathand 5 hours ago 
Hi Sorry!

I was progressing through my run when i had encountered an issue/error, which caused all pawns (Both Colonists and Hostiles), guns and bullets to disappear.

This happened during a raid.

I took a look at the log and saw that error started when "[TrueVisualMisses] Impact gate failed: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref D22D9BD5]"


Here is my log as well: https://gist.github.com/HugsLibRecordKeeper/f240c59d01a1cda12c742e45269f54a2
Lucio Magno  [author] Aug 20 @ 2:09pm 
huh, maybe... idk either! if you find out which mod it is, please let them know about this.
PanicOregon281 Aug 20 @ 1:59pm 
I don't even know where "spinningweapons" is even coming from, it's probably coming from a mod embedding an old library of another mod
Lucio Magno  [author] Aug 20 @ 1:42pm 
PanicOregon281, that error is not being caused by this mod, its being surfaced by this mod because the "spinningweapons" mod you have is using outdated Verse methods no longer present in 1.6! cheers
Lucio Magno  [author] Aug 20 @ 1:34pm 
sorry folks—I’ve been seriously ill for the past three days. I’m back now and will start addressing the reported issues right away.
On performance: some slowdown is expected because this mod uses true ballistic simulation rather than the vanilla game’s simpler RNG-based approach.
Jaded Aug 20 @ 7:28am 
This mod is absolutely causing a LOT of friendly fire. It appears to be ignoring the 4-tile FF safe range.
Aug 19 @ 9:03pm 
this mod is kinda fked up in terms of performance
PanicOregon281 Aug 19 @ 8:07am 
Visual Exceptions caught an error for this mod
https://gist.github.com/HugsLibRecordKeeper/d8bb8a9d02d1d56efc5fde86a5b0f5ea

error is too long, had to truncate it.

Exception in Verse.LongEventHandler.ExecuteToExecuteWhenFinished: HarmonyLib.HarmonyException: Patching exception in method virtual System.Void Spinning_Projectile.SpinningWeaponProjectile::Impact(Verse.Thing hitThing, System.Boolean blockedByShield) ---> System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool)
[Ref 8008DE01]
싱싱 Aug 17 @ 9:33pm 
I was just wondering if the two mods are compatible, so I left a comment.
Thank you for making a good mod.
Lucio Magno  [author] Aug 17 @ 9:10pm 
Hey! That mod seems to be incompatible with lots of things... either way, could you present the problems you are facing so I can attempt a fix? It's probably not this mods fault tho, since I programmed it to be as compatible as possible...
싱싱 Aug 17 @ 9:07pm 
This mod causes problems when used alongside the Miho mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2816826107
Lucio Magno  [author] Aug 17 @ 6:04pm 
Forgot to change that in the about lol, it should be updating correctly.
Darian Stephens Aug 17 @ 5:53pm 
I don't have any combat mods, pure vanilla combat plus this.
I'm not 100% certain if the mod is updating properly. The workshop says r3, while the ingame mod list still says r2.
I've tried unsubscribing and resubscribing, but it still just says r2. Did you forget to update the mod info or something, or is Steam just failing to update the mod?
Lucio Magno  [author] Aug 17 @ 1:25pm 
Hey guys, see if this most recent update has fixed things... after testing out the 2 mentioned scenarios i dont see any unintended friendly fire happening.
First Contact Aug 17 @ 12:08pm 
100% indoor friendly fire
Lucio Magno  [author] Aug 17 @ 11:44am 
i'll investigate, in the meantime, try messing with the configs, also, make sure you are loading this mod after any other combat mods.
Winetoo Aug 17 @ 11:15am 
I have same issue as Darian reports - pawns, even standing next to each other, can hit with friendly fire - even when standing shoulder to should and firing almost straight ahead. Also no way to shoot in two rows now at all..

Really plays bad with stuff like Dead Man Switch, where massive robots firing tank shells keep hitting eachother because they stand close.
Darian Stephens Aug 17 @ 2:19am 
I also keep getting colonists right next to eachother, who are shooting at a bit of an angle, having their shots also connect in friendly fire.
Darian Stephens Aug 17 @ 2:12am 
Does this drastically increase the likelyhood of friendly fire?
I used to be able to have two lines of pawns, one in front of the other, but now the first line always gets hit. I also can't have colonists in a corridor shooting, because they just blast eachother to pieces.
Lucio Magno  [author] Aug 16 @ 1:23pm 
No, that mod does something different.
Gabitus03 Aug 16 @ 12:34pm 
Will this mod work similar to Line Of Sight Fix? https://steamcommunity.com/sharedfiles/filedetails/?id=2663381778
lucky_one 🍀 Aug 16 @ 11:42am 
Thanks chief
Lucio Magno  [author] Aug 16 @ 10:51am 
MAJOR UPDATE RELEASED, PLEASE UPDATE <3

should be fine with default options, just make sure no debug options are turned on.

Fixed problems relating to friendly fire options and detection, as well as added compatibility to special projectiles from the Vanilla Weapons Expanded mod series.
Lucio Magno  [author] Aug 16 @ 10:49am 
The log spam will happen if you have dev mode turned on... i can disable it next release.
Dragonissa Aug 16 @ 10:38am 
Is there any way to turn off the log spam?
Juanma02 Aug 15 @ 8:43pm 
okay Im gonna try it, ty!!
Lucio Magno  [author] Aug 15 @ 8:41pm 
Yes!
Juanma02 Aug 15 @ 5:17pm 
compatible with combat reloaded?
ZeBrittan Aug 14 @ 10:28pm 
Thank you very much for your dedication to making this mod great for everyone. Looking forward to the next update! :steamthumbsup:
Lucio Magno  [author] Aug 14 @ 8:16pm 
yes, i have fixed the problem, it will come in the next release, i just cant do it now because its still a bit experimental.
ZeBrittan Aug 14 @ 6:55pm 
Yes, I've messed with the friendly fire sliders and can confirm that no matter where the sliders are at, or if the option is enabled or disabled to begin with, friendly fire can still occur together with "Friendly Fire Off" though it only does so occasionally.
Lucio Magno  [author] Aug 14 @ 8:47am 
I'll investigate, have you switched off the friendly fire options in this mod?
ZeBrittan Aug 14 @ 4:56am 
Right, so this mod seems to have an incompatibility of some sort with "Friendly Fire Off" for 1.6, where everything works as intended until one of your pawns focuses fire on an enemy pawn that is near neutral pawns. The stray shots that land near the hostile pawn will cause friendly fire and ignore the sole function of the aforementioned mod. I say hostile pawns specifically because shooting at walls or structures with neutral pawns nearby does not trigger friendly fire when the stray bullets land on them.

Just wondering if anything can be done about this, but thanks regardless! I also had VCR on, but I doubt that affected any of this.
Naturtok Aug 13 @ 9:52pm 
Rad, that makes sense. Thanks!
Lucio Magno  [author] Aug 13 @ 7:10pm 
would you mind telling me what those issues were, please?
ZeBrittan Aug 13 @ 6:57pm 
Great mod! Had some issues with other mods that affected combat but eventually managed to fix them and integrate this seamlessly. Thank you!
lucky_one 🍀 Aug 13 @ 5:14pm 
This mod is actually amazing. Thanks! :er_heart:
Lucio Magno  [author] Aug 13 @ 1:57pm 
micro update:

Cover/LoS respected during last-moment promotion (no shooting through cover).
Minor performance and stability tweaks.
Lucio Magno  [author] Aug 13 @ 1:38pm 
shouldn't be...
Schadenfreude Aug 13 @ 1:35pm 
I assume this is incompatible with "Proper Shotguns" mod?
Lucio Magno  [author] Aug 13 @ 11:46am 
Thanks! please do! This does a lot more than just that tho haahah, but everything is toggleable and configurable! And this is by no means a substitute for CE, this is meant for those that would like an alternative, like you said.
Voidling Cee Aug 13 @ 11:22am 
while i probably wont use this myelf, i have been a very long time CE fan, this is entirely going on my recommendation list for people who dont want a full combat rework but just need that baffling inconsistency of aim visuals ammended!
Lucio Magno  [author] Aug 13 @ 8:22am 
Yes, it's safe to add to a pre-existing save
Thetaprime Aug 13 @ 7:19am 
I think 1.5 is out. It pukes on generating the player map, but not the world map.
Plushsmusher Aug 13 @ 7:16am 
Can this be added safely to a pre-existing save?
Lucio Magno  [author] Aug 12 @ 9:47pm 
Please, if you ou guys do find any bugs relating to this, or mod incompatibilities, do share here, I'll do my best to fix them! :stress:
Lucio Magno  [author] Aug 12 @ 9:45pm 
Maybe? Only way to find out is by testing...
Truth is, you wouldn't need that mod with this one, as this mod's configuration options allow you to set up your own dodge chance, and much more...
Eheieh Aug 12 @ 8:31pm 
does this compatible with some mod add ranged dodge chance?
Thetaprime Aug 12 @ 6:28pm 
Yeah, I'll give it a go and get back soon.