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Game on. But I think in this case, "mod conflict", we have mod A and mod B that is simultaneously causing the issue. If you happened to go through the process and mod A (this one) was taken off. It would clear the problem. But to find mod B, we have to put "A" back on the list and keep searching until it clears again to find mod B.
of course, even upon finding said mod B, you are probably left with the conundrum of what mod to give the axe, unless one can be fixed to play nice with the other.
P.S. I can tell you're not being a jerk. Hope my ranting "logic" proves somewhat sound. lol. Good luck, bro/bra
Thank you for the help. That's the process that I did in order to find out that Overcapped Accuracy was causing the issue. Since I already tried removing every single other mod in the process of whittling it down to Overcapped Accuracy then wouldn't I have found it if it was a conflict with another mod? I'm not trying to be a jerk, I'm asking if my logic is sound. It's late and I'm pretty sleepy lol
Also, there is another player who has reported the same thing happening on the old 1.0-1.3 version of the mod.
Like I said, it really does not make sense. I would not expect a mod that modifies weapon accuracy to touch anything to do with world generation.
This is probably less than helpful, but I use this mod (in 1.5) and it seems to be functioning just fine. No settlements problems here. Mod conflict maybe?
Only way I know of to test for that is to keep the one mod on (such as this one) and then go through by sequentially chopping bricks of other mods until hopefully is suddenly starts working. At which point you know the conflict is between this and one of the mods in the brick of mods just removed. Time consuming pain in the butt for sure.
Good hunting, friend.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
[code]
Exception in RimWorld.Planet.WorldGenerator.GenerateWorld: 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) [0x00000] in <25a0ec7f7c8046209bfe665ef57c1876>:0
at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00042] in <95de19971c5d40878d8742747904cdcd>:0
...
[/code]
Full log, and Harmony patch list, here:
https://gist.github.com/ELLIOTTCABLE/934eecbf7a08d6260e044d9d7af58006
Basically--at a given firing distance, a weapon's accuracy % for that particular range acts as a flat coefficient on the final to-hit chance for a projectile to connect with the intended target. Vanilla Rimworld imposes a 100% cap on this coefficient value. By uncapping it, higher quality weapons that would otherwise be similar in performance to their lower quality counterparts (being stuck at 100% accuracy) will more accurately reflect their true capability.
https://rimworldwiki.com/wiki/Weapons#Accuracy
The example the mod author gives is a Sniper Rifle, looking at the long range accuracy (40 cells)::
Normal Sniper Rifle: 88%
Goodl Sniper Rifle: 97%
Excellent Sniper Rifle::100%
Legendary Sniper Rifle: 100%