RimWorld

RimWorld

[LTS]Ammunition - Framework
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Update: Sep 2, 2022 @ 10:41am

- Base stack limit for ammunition 75->100
- Slight adjustment to mod settings, hopefully fixes some issues with disappearing weapons list.
- Able to select default ammo for kits in mod settings. Just click on the ammo
- Kits now have capacity set to max when created.
- Removed ammo component, introduced ammodefextension instead.

Update: Sep 1, 2022 @ 7:35am

- Make sure mod loaded after LTS Systems
- Added pawn carried ammo spawn rate multiplier 10%->100%, Default 100%
Base code selects a random value between 1/3 of cap -> full ammo cap. The new percentage change is applied after that value is selected.
- Added kit selection spawn rules.
If per bullet mod setting selected, will try to select a kit that allows at least 20 bursts, if none applicable, choose largest kit.
If per burst mod setting selected. Will go through the sorted list of available kits where smallest is first and randomly try to select an item where first item have the highest chance.
- Added a new DefModExtension which allows modders to exclude their weapons from using ammo as a default setting.
Usage: add this to mod extensions (MayRequire="LimeTreeSnake.Ammunition" Class="Ammunition.DefModExtensions.ExemptAmmoUsageExtension")
- If a weapon does not exist in the mod settings, then it shan't be accounted for by this mod. This should fix issues for people with special modded weapons and armor.
- Fixed issue with bursts running out of bullets.

Update: Aug 7, 2022 @ 8:39am

- Unequipped kits drop ammo
- Fixed melee hunting weapon alert triggered.
- Added apparel tag to kits, hopefully remove kit spawns from initial pawn creation affecting apparel cost.
- Removed weapons that also are apparel from the list of available weapons.

Update: Jun 23, 2022 @ 6:51am

- Patched the vanilla starting scenarios to include kits
- Updated Gizmo Graphics to ensure better control and view. No more multi select.
- Added custom bullet functionality to ammo. Add a bullet def to the ammo and that will be used instead of default ammo verb.

Update: Jun 6, 2022 @ 7:15am

- Remade the kit system, apologies for the inconvenience as all prior kits are now void and deleted. Now gizmo with pockets are added and fewer kits with selectable ammos.

Update: May 28, 2022 @ 3:25pm

- Show only gizmo if 1 pawn is selected, not many.
- Made sure mercs from Mercs for me spawns with kits if applicable.

Update: May 25, 2022 @ 11:54pm

2022-05-26
- Remade the HAR patch - Kudos Abraxas!

Update: May 25, 2022 @ 10:27pm

2022-05-26
- Ignore animals option in settings and added checks
- Some mod settings QOL
- Added HAR patch for races with apparel restrictions. Kudos BBLKepling!
- Added custom ignore list for races with very specific body parts that would make it physically impossible to wear kits. (Write to LTS to add a race)

Update: May 16, 2022 @ 10:34am

- Kits can be crafted at Workbenches from Medieval Overhaul
- Lowered stuffcostcount for kits from 25-50-75 to 20-40-60
- Added another failsafe in "getWornKitForWeaponWithAmmo"
- If no apparel tracker found, ignore ammo usage.
- Added associated tales with looting ammo.
- New loot tool to pilfer ammo from enemies
- Right click pilfering on corpses

Update: May 5, 2022 @ 3:06am

[Auto-generated text]: Update on 5/5/2022 12:06:06 PM.

The issue with the able to fire without ammo should be resolved now!