RimWorld

RimWorld

Overcapped Accuracy (Continued)
19 Comments
The Bard of Hearts 17 Dec, 2024 @ 2:46am 
@I.R.R.I.S.H.
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
I.R.R.I.S.H. 16 Dec, 2024 @ 10:19pm 
@The Bard of Hearts

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.
The Bard of Hearts 15 Dec, 2024 @ 11:15pm 
@I.R.R.I.S.H.
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.
I.R.R.I.S.H. 15 Dec, 2024 @ 6:09pm 
It makes no sense but for some reason this mod causes no faction settlements to get created during world generation.
Mlie 26 Aug, 2024 @ 11:04am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
PookySmile 7 Aug, 2024 @ 5:37am 
Still works fine (who cares about version warning)
Yoghurt Male 11 Jun, 2024 @ 2:12pm 
@prowler, it's a natural product of math
Latex Santa 12 May, 2024 @ 2:29am 
Folks, unless the accuracy calculations have changed to any significant degree in 1.5, then all you need to do to update this mod for yourselves is make yourself a copy of the mod files, change the version history (look it up online), then use your modified copy instead of the 1.4 files. That's it, and that's just what I am gonna do.
The Bard of Hearts 10 May, 2024 @ 12:57am 
Any chance of a 1.5 update?
DrKurnis 20 Apr, 2024 @ 4:34pm 
This mod is so great. Hope we get 1.5, but either way thanks for the hard work!
Hammerlord 13 Apr, 2024 @ 12:43pm 
I would appreciate if you could update this for 1.5, please.
ELLIOTTCABLE on Discord 20 May, 2023 @ 3:18pm 
I'm getting an error immediately during worldgen on a huge modlist:

[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
Prowler 19 May, 2023 @ 9:47am 
Trying to dig through the files here with no experience, do you have any idea how I can reach the mod code so as to disable the diminished returns on accuracy above 100%?
마루 29 Apr, 2023 @ 6:29am 
very wholesome community right here. :GhostLoveEyes:
Gaijoob 26 Nov, 2022 @ 6:50pm 
@Catts Ahh, ok. Thank you.
Kaden Ha 26 Nov, 2022 @ 2:34pm 
@Gaijoob you can consider shooting accuracy is equivalent to ritual quality in Rimworld. It's the highest "accuracy" that you can get but it's not guaranteed.
Catts  [author] 26 Nov, 2022 @ 11:23am 
Not stupid at all, Rimworld's real accuracy calculations are a bit obfuscated in-game to say the least.

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%
Gaijoob 26 Nov, 2022 @ 8:36am 
I feel stupid for asking, but I assume 100% implies the shot is guaranteed to hit, so what does EXTRA chance to hit even mean?
LeeYuu 26 Nov, 2022 @ 7:22am 
good:beshaha: