RimWorld

RimWorld

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Buffs 'n Nerfs for the Generic Ammo Experience
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Mod, 1.5, 1.6
File Size
Posted
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1.006 MB
Aug 7, 2024 @ 9:54am
Nov 18 @ 3:32pm
179 Change Notes ( view )

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Buffs 'n Nerfs for the Generic Ammo Experience

In 2 collections by turkler
turkler's Combat Extended mods
12 items
The best of the Experience
43 items
Description
[discord.gg]

This mod contains some big balance changes and miscellaneous content additions for the Generic Ammo Experience. I was initially going to merge these into the main mod but I realized not everyone might be a fan of such big changes, so I've moved those changes to this mod.

A list of changes
There are so, so many small changes that they don't fit in the description character limit of the workshop. You can find a list of changes in the discussions page of this mod.

Keep in mind that the pack is balanced around these changes, this mod is technically optional but strongly recommended.
It goes without saying that all aspects of Combat Extended and the Generic Ammo Experience have full integration, but this mod also patches many, many mods. Everything covered by the main mod (plus some more) is also covered by this mod.

I'm open to all feedback so please do share your opinions about these changes in the comments!
Popular Discussions View All (1)
0
May 30 @ 8:50pm
PINNED: A list of changes
turkler
97 Comments
BearDaMan Nov 12 @ 7:17pm 
Cool, thanks!
turkler  [author] Nov 12 @ 6:01pm 
@BearDaMan the odyssey dlc, vanilla weapons expanded - laser, reinforced mechanoid 2, det's energy weapons, alpha mechs, rimsenal augmented vanilla, etc.
BearDaMan Nov 12 @ 5:56pm 
Hey, in the List of Changes it mentions a laser weapon rework; it sounds cool but I'm not sure what the laser weapons and charge packs are from.
I have Combat Extended Guns, Armors, etc. and no other weapon mods that might remove the laser weapons.
Is it an additional CE mod (I haven't found any "Combat Extended Laser Guns" mods) or from something else?
2_Modray Nov 11 @ 7:22am 
Ah, dang.
turkler  [author] Nov 11 @ 7:04am 
@2_Modray no, this is a full package
2_Modray Nov 11 @ 3:24am 
Are these configurable? I'm a bit put off by the bleed rate reduction in particular.
ByteCodegnawer Oct 20 @ 7:02am 
@tukler thank you! Much appreciated!
turkler  [author] Oct 19 @ 11:46am 
@ByteCodegnawer alright, I just pushed out an update that changes the laser weapon check to use a tradetag lookup on the ammo instead of being a hard defname lookup. now, all you really need to do is add SEX_LaserCell to the tradeTags of your custom lasgun ammo.
besides that, you may also want to rebalance the ammo recipes(since one ammo ittem now gets you a full reload instead of one shot) and also change/assign the AmmoGenPerMagOverride values of weapons using these laser cells to be 1. you can find examples of how to do that in the Laser_charge_pack_rework.xml file in the mod. everything else should automatically work, poke me in the discord server if you can't get it working
turkler  [author] Oct 19 @ 10:38am 
@ByteCodegnawer between you and me, the system currently works on a defname check. I honestly didn't think anyone would bother to plug their own systems to a mod with like 2k subs. I'm free right now so I'll convert that to a tag based system, shouldn't be hard because if I recall correctly the laser cell check is centralized. you can join my discord if you want to poke me about it in real time
ByteCodegnawer Oct 19 @ 10:18am 
Hello. Can you tell how one does make a patch for custom laser ammo? I play with a warhammer weapons mod and i want lasgun ammunition to behave like a proper power cell. I know you probably wouldn't bother with a patch so I wanna make one myself