RimWorld

RimWorld

[LTS]Ammunition - Framework
404 Comments
Akeno Jul 21 @ 2:09pm 
I have a problem that my pawns dont hunt anymore. they are just standing ever since i installed this mod. any ideas how to solve this? i have a big mod list.
SghHanzMullerSW Jul 5 @ 10:35am 
i cant make primitive ammo using wood even if it sais it need 30 wood and i have 100000 wood but still cant make any
Aizuki Jul 3 @ 2:50am 
do i need LTS system on 1.5? i confuse
Ashkar Jul 1 @ 7:14am 
Does anyone know if this is safe to remove mid save? i used this with combat extended (turned off combat extended's ammo) on 1.6 and it works perfectly fine on my colonists but raiders are spawning with ranged weapons and no ammo or kits so just going into melee, when i turned back on combat extended's ammo they spawned in with ammo...
condottiere Jun 25 @ 6:12pm 
@lifer93 Yes. Just set this up for my current run 10 minutes ago. You will have to spend the time in the mod settings to configure which weapons use which ammo. The simple ammo pack defaults to one tech tier ammo type for EVERY weapon. Some weapons don't need ammo (e.g. VWE whip, or rocket launcher with the Reloadable Rockets mod), others use the wrong tech tier b/c of how their creators tagged the weapon in their mod.

The advanced ammo pack is additive. It adds specific ammo types for specific calibers. It will not cover all weapons. It will only patch VWE weapons that use the same caliber rounds. Other modded weapons will need to be manually configured.

It's all a very simple checklist, but it takes a minute when setting up.
lifer93 Jun 22 @ 6:35am 
does simple and advanced ammo pack work if both are enabled?
LimeTreeSnake  [author] Jun 15 @ 6:01am 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is.
- Ammo handling now a new work type due to removing "Task" work type
- Removed the Ammo bench. Now only craft ammo at vanilla places for simplicity.
Happy Jun 6 @ 10:47pm 
Some more details to your question may help, so anybody may give you an answer.
DeathGun Jun 6 @ 11:06am 
how is this supposed to work?
Happy Jun 4 @ 12:31am 
Found out it is related to Combat Extended as this mod has it's own ammo handler. But you can deactivate it and use the mechanic of LTS Ammunition. Be aware that AI enemies may spawn without kit/ammo and can't use ranged weapons for long (won't fire anymore when clip is empty)
Baron Spaghetti Jun 2 @ 3:13pm 
Seems to be buggy. Same problem as user below me.
Happy May 31 @ 2:14pm 
I have equipped kits, but have no idea how to fill up those I have with ammo. My pawns carry the ammo in their pockets, but do not load them into kits. There is no right-click option on ammo or the kits and when I click on the gizmo to select ammo it tells me "No ammo!"
Don't really know what to do.
NEMROD May 19 @ 10:19am 
Do this mod work with CE?
Mad Catter May 4 @ 11:06pm 
Can I set how much ammo cost for each gun to fire individually?
eaglegundam Apr 28 @ 2:35pm 
and i already tried only this mod req mods and it dosent loet me modify the kits
eaglegundam Apr 26 @ 5:42pm 
for some reason i cant modify Kits
macintosh1257 Apr 14 @ 7:05am 
I can't pick up my primitive arrows.

This is my modlist: https://i.postimg.cc/FFqbNpLN/Screenshot-186.png
Hawk27 Apr 13 @ 5:49pm 
@Tittymcswaggy - I'll give that a try; I hadn't realized it was a new kind of work but now that you say it the error message does kinda point to that. Thanks!
Tittymcswaggy Apr 12 @ 4:47pm 
@Hawk27 - 2 months late but if you're added the mod mid-save then you need to go into work tab and assign the new "Task" section for pawns to make and load kits
Bananabob Mar 17 @ 3:28pm 
any chance you could ad a new ammo type for flame throwers? or atleast make it so you can make them require chemfuel
[RTB] Sarianos Feb 23 @ 7:58am 
@LimeTreeSnake Do you happen to have any plans to allow turrets to use ammo? I'm aware that there is a mod/patch for some specific turrets but it certainly would be nice to have a native system similar to how weapon are detected, assigned ammo and customised.
Hawk27 Feb 16 @ 2:27pm 
Not necessarily bug or mod conflict, could be I'm just missing something ... Am I supposed to be able to order my pawns to pick up ammo?
1. They have kits
2. The kit gizmos indicate the right ammo type for the equipped weapon (this itself was an adventure - turns out you have to equip the weapon, then equip the kit)
3. The kit gizmos show empty ammo and show desired ammo level as max
4. I have the appropriate ammo in both modded storage (Neat Storage on Adaptive Storage Framework) and a regular stockpile zone
5. Pawns are wandering idle with no other tasks and are NOT picking up ammo
6. RMB on stored ammo stack with pawn selected (both drafted and not) gives "Cannot prioritize: Not assigned to dealing with"

Somehow, only one colonist picked up some ammo in my early messing with this (and I'm not quite certain how), but none of the rest have followed suit.
Dizzy Ioeuy Jan 2 @ 10:46am 
Send them to some third world nation who needs them!
GameofGames Jan 2 @ 6:46am 
That did fix the settings, thank you! I have some bugged ammo kits still, but destroying them is kind of immersive. In like a factory destroying incorrect merchandise sort of way.
LimeTreeSnake  [author] Jan 2 @ 3:01am 
I fear I did a dodo sounds like, you need to reset the mod settings for my mod. That is until I find a proper fix to do this automagically.

Go to ->
AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
To access AppData in your file explorer
Type %AppData%

Delete ammo.lts.

Really sorry for the inconvenience
GameofGames Jan 1 @ 5:44pm 
My ammo packs are acting odd, I don't have any red errors but for some reason my kits have extra slots with zero capacity.
Dizzy Ioeuy Dec 30, 2024 @ 5:03pm 
posted in your Discord, but the ammo packs gizmos are sort of awkward now. unsure if this is intended.
Depraved Arachnophile Dec 29, 2024 @ 1:42pm 
Minor incompatibility with Blood Animations: Upon a pawn reaching 0 remaining ammo and if Blood Animation's bullet casings feature is activated, the ammoless pawn will begin to vomit an endless stream of casings due to a continuous calling of TryCastNextBurstShot.
Signus Dec 29, 2024 @ 4:23am 
Got a couple bugs, testing on a new save.
1. One-time gizmo/Gui Error when clicking the first pawn with a kit
2. Pawns(raiders and allies) that spawn with grenades do not spawn with kits or ammo

Hugslib [gist.github.com]
djrusson Dec 28, 2024 @ 1:38am 
How do you have the Kits and Colonists use ammunition? I have a pawn with a rifle , a medium kit and in their possession 180 rounds of ammunition for the rifle. But I cannot make the kit to show ammunition loaded - it just shows 0 out of 180 loaded . What do I do to load the Kit and thus fire the rifle ?
Bradybeast13 Dec 3, 2024 @ 4:09pm 
Is there any way for the kits to just auto know what ammo they need? Every time I change weapons I have to empty them and drop them then reput them on. Also can I have them auto pick up the ammo?
Demetrio Nov 19, 2024 @ 5:55pm 
any way to make the ammo kits more resilient? or for them to be in a layer protected by power armor? they break so damn easy
~_Athena_~ Nov 17, 2024 @ 9:45am 
hello for some odd reason this mod is broken for me my pawns have kits, and full of industrial ammo, but won't use it or reload at all.
Ascythian Oct 30, 2024 @ 3:59pm 
Add LTS Ammo - Turrets use Ammo, to the compatibility list?
None-too-Subtle Oct 27, 2024 @ 3:32pm 
Awesome mod, thanks for putting it out there.

Just wanted to confirm raiders spawning with grenades, but without any kits or explosive ammunition. After testing, this happens for me during Pigskin raids using only base game/expansions, Harmony, [LTS] Systems, [LTS] Ammunition - Framework, and [LTS] Ammunition - Simple Ammo Pack. Based on Cundou's comments on an alternative to Simple Ammo Pack, seems like it might be the framework?

Thanks again for bringing this cool idea to life and hope you have a great day!
LimeTreeSnake  [author] Oct 9, 2024 @ 7:04am 
Only weapons toggled in mod settings will require ammo and afaik, it works with most mods. I fear I dunno why enemies cannot use ammo Cundou but do check mod settings and make sure it's toggled properly. If you still have issues, do contact me on discord.
LimeTreeSnake  [author] Oct 9, 2024 @ 7:00am 
It cares naught for CE, if CE ammo is toggled on then ammo from CE and my mod is required. But, if CE ammo is toggled off which I think is a thing, then you need my ammo to fire the guns. My ammo does not affect weapons in any other way if you use the Simple Ammo mod of mine. However, if you use Advanced ammo then I cannot speak for compatibility at all.

Mortars, buildings and apparel and stuff does not require my ammo and is not affected. Only weapons that are toggled in mod settings require ammo.

If you intend to use my mod with CE, then I recommend using Simple Ammo.
thehappybub Oct 8, 2024 @ 8:42pm 
Second, how does this work with ammo for things like mortars? My current predicament is that I have CE, VFE security, and a couple other mods that add some weapons and artillery emplacement type things. There's too many different types of ammo and its poorly streamlined. For example I have a field gun from VFE pirates thats intended to use mortar shells, but it actually uses some obscure CE heavy weapons shell thats a pain to figure out in the QoL mod settings. Your framework ammo selection per weapon menu seems like it might fix my issue but I'm wondering of it translates to the different artillery shells too?

Thanks!
thehappybub Oct 8, 2024 @ 8:42pm 
Apologies if I am just overlooking something, but how does this framework interact with CE? Its been asked a couple times going through comment history without a clear answer and you don't mention it in your compatibility section whereas most mods usually make a CE comment. CE adds its own ammo system so would those ammo types just be additional options when assigning ammo to different weapons with your framework or is it incompatible?
Cundou Sep 24, 2024 @ 2:53pm 
I have the "non-colonists use ammo" turned on. Set ammo spawn rate 30% - 80%. Enemy raiders spawn with grenades, but no kits or ammo. So they can't use their weapons. No log errors.
Red Grail Sep 18, 2024 @ 1:47pm 
How do I order my pawns to pick up ammo? He's holding a ranged weapon, wearing a kit, and there's appropriate ammo in storage, he just never picks it up.
Azraile Sep 18, 2024 @ 1:29am 
this work ok with Vanilla Outposts Expanded though?
aikixd Sep 14, 2024 @ 11:40am 
Is it possible to define 2 damage types per projectile? E.g. to have a rod that in addition to regular damage, also deals EMP?
aikixd Sep 14, 2024 @ 2:47am 
Is it possible to have `damageAmountMult` instead of `damageAmountBase`, so the damage would be inherited from the weapon, as an option?
Azraile Sep 11, 2024 @ 1:01am 
Oh I really want to use this. O.O any chance to make this compatable with Empires and mercenaries?
LimeTreeSnake  [author] Aug 27, 2024 @ 5:44am 
- Kits no longer degrade upon being worn.
- Basic kits default sizes changed.
Small-> 2 bags 30+30 -> 1 bag 90
Medium-> 2 bags 60+60 -> 1 bag 180
Large-> 4 bags 60+60+60+60 -> 2 bag 180+180
- Large and Medium Kits affect move speed. (-0.25 & -0.1)
- Ammo work bench can now craft kits.
- Hellcat rifle and other that did not appear,
PrometheanExile Aug 7, 2024 @ 4:47pm 
I'm running into an issue where over time more and more of my colonists are unable to shoot. They have ammo, they are not incapable of violent, they were shooting fine earlier today, but for some reason whenever I try and shoot they just stand there awkwardly with the job "attacking X". Melee works just fine
Yehoria Jul 26, 2024 @ 7:29am 
Also still nothing done about mechanoids lol.
然提携夜灯 Jul 26, 2024 @ 5:47am 
They don't have kits but, no issue to play, no issue with combat, just ignore the debug log, they are all "white text", so they will not pop up in usual.
然提携夜灯 Jul 26, 2024 @ 4:29am 
With caravan adventure will generate pawns without kits, I trigger it at the moment their caravan first time visit you (when they arrive at your position), and spam huge amount of
Object reference not set to an instance of an object
in debug log.