RimWorld

RimWorld

Accurate Mortars Lite
26 Comments
CAPNxCHAR Dec 18, 2018 @ 6:24am 
Thanks for the information! This mod is great!
Nick  [author] Dec 12, 2018 @ 2:51pm 
xXxCAPNxCHARxXx,
Unfortunately, I'm not good enough to code an ingame menu to change the value. However, you can try modifying the value in the file yourself!

1. Go to the workshop folder and open "Buildings_Security.xml"
(Steam\steamapps\workshop\content\294100\881580886\Defs\ThingDefs_Buildings)
2. Ctrl+F and search for "forcedMissRadius". You'll find a line of code: <forcedMissRadius>5</forcedMissRadius>
3. Modify its value from 5 to whatever you want. The default set by the devs is 13.

Note that whenever this mod gets updated, steam overwrites this file automatically. So you have to modify the value again.
CAPNxCHAR Dec 12, 2018 @ 8:56am 
Any chance we could determine our own mortar accuracy in a mod settings option? I don't like the vanilla's 13 but I think 5 is too accurate. I would like to enter my own parameters. I think 7 or 8 would be perfect.
Roughtymes Nov 13, 2018 @ 9:17am 
Great mod thanks!
Nick  [author] Oct 17, 2018 @ 9:24pm 
Updated the mod to work for the Version 1.0!!

If you are not ready to move to 1.0, you can download the previous versions from the link below!
https://github.com/Nick-2525/AccurateMortars_Storage.git
Nick  [author] Sep 8, 2018 @ 9:49am 
I'm sorry for the wait, I've been neglecting Rimworld too much lately, and have been focusing on some other games and projects.
As always, if there is any bug or glitch with the mod, please feel free to comment!

Thank you very much for waiting :)
Nick  [author] Sep 8, 2018 @ 9:40am 
Gm Henson,
Enjoy! :)
Nick  [author] Sep 8, 2018 @ 9:39am 
The mod has been updated for B19! Also...

============Damege has been reduced back to the default value============
This mod also increaced (x2) the damage amount dealt by the mortar shells, since that was the default value until A16. However, I tought it was time to follow the dev's standard, so I didn't modify the <damageAmountBase> for this update.

You still can override the value by going into "Items_Resource_Shell.xml" and replace the line
<!-- damage amount is the damage def default -->
with
<damageAmountBase>*whatever*</damageAmountBase>
Gm Henson Sep 8, 2018 @ 9:24am 
thank you for update:steamhappy:
ZJK Apr 11, 2018 @ 1:26pm 
Thanks Nick! Also, for the 'Lite' version of your mod, the folder name isn't 881580886, but 882924533, for anyone insterested.
Nick  [author] Apr 8, 2018 @ 7:32am 
ZJK,
You might be looking in the wrong folder, it's in "Buildings_Security.xml". and NOT in "Items_Resource_Shell.xml"

1. Go to the workshop folder and open "Buildings_Security.xml"
(Steam\steamapps\workshop\content\294100\881580886\Defs\ThingDefs_Buildings)
2. Ctrl+F and search for "forcedMissRadius"
3. Modify its value from 5 to whatever you want. The default set by the devs is 11.
ZJK Apr 8, 2018 @ 3:28am 
Where in the code for you mod does it change the forced miss radius? I was wanting to change it to make the mortar about midway between your change and Rimworld's default.
xNTPxLuffy Dec 31, 2017 @ 9:40am 
BYND FailoFishy,

Nick's advice is correct, but just remember that if/when the mod is updated it will get overwritten and thus reset.
FailoFishy Dec 30, 2017 @ 5:40am 
Thanks for the information Nick :D
Nick  [author] Dec 29, 2017 @ 11:20pm 
BYND FailoFishy,
Unfortunately no. However, you can try modifying the value yourself.

1. Go to the workshop folder of this mod: (Steam\steamapps\workshop\content\294100\881580886\Defs\ThingDefs_Items)
2. Open “Items_Resource_Shell.xml” with a text editor.
3. Search for the line(Ctrl+F) “Bullet_Shell_HighExplosive”
4. Now search for the line(Ctrl+F) “damageAmountBase”
(Note that there's more than one line of “damageAmountBase”, make sure to only modify the one under <defName>Bullet_Shell_HighExplosive</defName>)
5. Replace the value from “100” to whatever you want. “50” is the default value.
FailoFishy Dec 23, 2017 @ 8:45am 
Is there a version that ONLY decreases the spread but doesn't make them stronger?
xNTPxLuffy Dec 16, 2017 @ 9:08am 
Thanks for the quick fix!
Nick  [author] Dec 15, 2017 @ 7:20pm 
I've also updated the mod's file structure to utilize the “def modifiers."
Which allows us to change only parts of files, rather than swapping the file itself.
Nick  [author] Dec 15, 2017 @ 7:15pm 
xNTPxLuffy,
I've just updated to fix the <damageAmountBase> for the HE mortar shell from 50 to 100. Thanks for reporting!!
I forgot to change the damage because the devs changed the file structure for mortars in B18, separating the defs for the mortar itself and the mortar shells(which contains damage) into a different file altogether :P
xNTPxLuffy Dec 14, 2017 @ 8:17am 
I'm looking through the XML file (it should be noted I have basically zero experience with modding) and I'm seeing the changes to accuracy (really great of you to put comments in there btw) but I'm not seeing any changes to the damage amount as you stated in the comments below?

I searched for <damageAmountBase> and only found values for turret bullets and IED's.
Nick  [author] Jun 16, 2017 @ 7:47pm 
The devs nerfed <damageAmountBase> (The base damage of a mortar) to 50 in A17.
I just updated the mod so that the <damageAmountBase> is reverted back to 100 like in A16.
Let me know if you liked this update or not.
Nick  [author] May 28, 2017 @ 10:32pm 
The mod has been updated for A17!!
thanks everyone for waiting, and if you see any problem or suggestion for the mod,
feel free to comment!!
Nickybuttons12345 May 26, 2017 @ 11:43pm 
Mortars have been made more accurate in A17, does that mean this mod is obsolete or is this still more accurate than vanilla.
TheToric May 24, 2017 @ 9:51pm 
shouldnt have any problems with a 17, right?
Belial03 May 6, 2017 @ 11:05am 
nice
Sky Guy Mar 13, 2017 @ 8:49am 
:)