RimWorld

RimWorld

[LTS]Ammunition - Simple Ammo Pack
221 Comments
200 Jun 15 @ 11:30am 
thank you, good work!
LimeTreeSnake  [author] Jun 15 @ 6:02am 
- Due to removal of Ammunition Bench in Framework. Ammo require specific vanilla benches. Higher tier require higher tier crafting benches obviously.
Examples : Spacer Machining, Ultra Fabrication, Industrial Smithy and so on.
- Ultra and Archotech ammo can be rewarded
- Patched vanilla turrets to use ammo for refueling as well since the new CompProperties_Refuelable allows multiple items.
- Autocannon turret uses explosive ammo (Vanilla Steel)
- Mini turret uses industrial ammo (Vanilla Steel)
- Sniper turret uses Spacer ammo (Vanilla Uranium)
- RocketswarmLauncher uses explosive ammo (Vanilla Chemfuel)
LimeTreeSnake  [author] Jun 15 @ 6:02am 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is in most cases.
- Added vehicle patches kudos to my awesome discord members
- Made some default ammo assignments for some grenades.
- Smart weapons from Rimsenal use industrial ammo instead of spacer as per default.
- Halved all ammo productions from 150 to 75 for those who had 150. Also lowered recipe cost.
- Removed Uranium cost from Spacer ammo.
- Can now produce ultratech ammo from Plasteel and Uranium.
- Updated ammo costs to reflect the new production cost. It's mostly cheaper.
- Industrai/Explosive ammo requires now Gunsmithing research
- Spacer ammo requires now Machining research
- Ultratech ammo requires Fabrication research
200 Jun 4 @ 7:27pm 
for some reason pawn raiders with grenades and molotovs don't spawn with an ammo bag so they can't use their grenades and molotivs.. anyone experienced this?
GIBBYDAMAN May 23 @ 10:20pm 
Seems to desync in MP now when pawns try refilling kits or touching ammo
thesoupiest May 3 @ 6:16pm 
Do pawns with ranged weapons automatically pick up ammo?
Gerewoatle Apr 22 @ 8:20am 
@SalmonToastie - I'd also love a way to configure mag capacity per gun. Sadly it seems to be a rare feature to find.
Emilie Sackenball Apr 14 @ 11:07pm 
@macintosh1257 you checked to have a quiver or a container like item than holds the ammo inside?
macintosh1257 Apr 10 @ 2:34pm 
I can't pick up my primitive arrows.

This is my modlist: https://i.postimg.cc/FFqbNpLN/Screenshot-186.png
SalmonToastie Mar 27 @ 6:01pm 
Does this have a way to change mag capacity based on the gun?
GuyDing22 Feb 24 @ 1:03pm 
Is there a way to make ultratech ammo? I added this in mid-save and now none of my guns can be shot because I can only make up to spacer ammo
Worgensnack Feb 9 @ 7:12pm 
thanks!
CrackaJack Feb 2 @ 5:13am 
ty @snake
snake Jan 31 @ 4:21am 
@Worgensnack
snake Jan 31 @ 4:20am 
if you want it fixed, add this tag to primitive ammo recipe
<fixedIngredientFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
Worgensnack Jan 28 @ 11:54pm 
@Punchface the STRONK how did you manage to fix it? I don't really know what I'm doing when it comes to mod files
Worgensnack Jan 28 @ 2:51am 
I was going to mention the same thing, it says something like "ingredients needed: wood, tox wood" and won't let me craft even though I've got plenty of wood
Punchface the STRONK Jan 8 @ 9:56am 
Seems to be incompatible with Biomes: Polluted Lands. My guess is that Toxwood added by that mod breaks the recipe.
Punchface the STRONK Jan 8 @ 8:01am 
I had a problem with Neolithic Ammo not having any valid ingredients, the mod works fine on its own so probably an incompatibility somewhere in my list. But I noticed that Neolithic Ammo was missing the fixed ingredient filter that all the others had in the Recipe xml, once added it works just fine.
~_Athena_~ Nov 16, 2024 @ 9:46pm 
im tad confused aswell as the guns stop firing after awhile, and for the sniper rifle it just dosn't wanna shoot I have industrial ammo 180 max for the large kit for all of my pawns and only few will shoot ive checked every gun they all require industrial ammo so idk whats going on ?
~_Athena_~ Nov 16, 2024 @ 8:40pm 
can you make a patch where it uses the reload systeme of yayo combat ? it dosn't seem to wanna work with its reload ammo systeme
Crusaderjack Nov 10, 2024 @ 10:17am 
idk if it matters, but I commissioned a mod to use this ammo; https://steamcommunity.com/sharedfiles/filedetails/?id=3361850760
Gatoradeburn Nov 7, 2024 @ 1:31pm 
Hi there, I modified my local copy of this mod to add another ammo type. Just wanted to stop in and say thank you for making the code so readable and easy to use.
CrusadingIdiot Sep 28, 2024 @ 10:47am 
thank you Lime
Lil_sum Sep 27, 2024 @ 2:11am 
thank you sir
LimeTreeSnake  [author] Sep 26, 2024 @ 10:06am 
I think you can turn off CE ammo and mine from this mod would just "allow firing" the weapon. it does not affect the weapon in any other way. But you need kits.

Mechs does not use ammo.
CrusadingIdiot Sep 14, 2024 @ 12:10am 
what would happen if I use this with combat extended? currently, I love how CE revamps combat, but I hate the ammo system. And I'm aware i can use generic ammo, but it just clutters research screens and is incredibly annoying. Does this mod replace CE ammo, but still use CE reloading systems or will t just break? thanks
Lil_sum Sep 12, 2024 @ 11:25am 
Do mechanoids use those ammunitions?
Noisy Koi Sep 1, 2024 @ 1:13pm 
the ammo bench looks like it's supposed to be 1x3 but was shrunk down to 1x2?
然提携夜灯 Jul 25, 2024 @ 4:15pm 
good mod. Don't drop it plz
Olyndra Jul 15, 2024 @ 7:52pm 
Actually, this would probably be a change in the framework, not the content portion. I'll post it there just in case.
Olyndra Jul 15, 2024 @ 5:42pm 
Is there any possibility to add a config to remove the need for ammo kits? I would really REALLY appreciate it. It's the ONE thing that keeps me from using this mod. After all, why would you need to store arrows in a pouch and not, say, a quiver? Or better yet, why can't you just shoot an arrow you're holding in your hand? Why do you have to have a pouch to use ammo? If you have an inventory regardless of the pouch, it makes no sense. And for tribal games with seeds please, you can't get cloth as easily, so you can't use your bows. It's a really infuriating system.
Maid in Abyss Jul 9, 2024 @ 3:27pm 
There doesnt seem to be a way to make ultratech ammo / Beyond our reach weapons always use ultratech even when the ammo type is disabled
SpyroThyKing Jul 8, 2024 @ 6:02pm 
you should add in a "catch all" ammo type for any ranged weapons that don't get tagged for some reason. You can even call them "Report Me" Darts or something lol
Dizzy Ioeuy Jul 5, 2024 @ 12:18pm 
Just stopping in to say how much I FREAKING LOVE this simple ammunition mod! THANK YOU!
U-boat[BY] Jun 23, 2024 @ 4:09am 
Recent playthrough have problem with Hellcat from Anomaly DLC, hellcat not appear in ammo configuration so it doesn't use ammo and can't shoot. Looked in config, but only one gun from Anomaly present is Nerve Spike, new flamethrower and hellcat rifle can't be changed for usable ammo
loyalChaos Jun 3, 2024 @ 7:50pm 
For some reason, the gizmo does not appear for some pawns that have the kits equipped. Forced or unforced, they equip the kit, grab ammo, but even though the ammo disappears, their is no UI in the bottom that says they have ammo. They will not shoot either.
vortexspamzatism May 23, 2024 @ 9:01am 
do shotguns shoot buckshots in this one?
CatacombKing Apr 30, 2024 @ 2:57pm 
i was unable to fill my kit despite having ammo for it and discovered it was due to my pawn not being assigned to "basic" task. Not sure if this helps but there it is.
AriaTheSkyDragon Apr 22, 2024 @ 2:33pm 
@Polluxo do you have a kit equipped? You can craft them at tailoring bench
Marty in the multyvers Apr 21, 2024 @ 7:17am 
Im using the hellcat rifle from Anomaly, and in the mod option it dosen't appear, and I can't assign the ammunition, and so i can just shoot like in vanilla
LimeTreeSnake  [author] Apr 19, 2024 @ 9:14am 
That is strange, have you toggled the gizmo or something? Join the discord and ask for help and show us images and whatnot. Easier to help that way.
Polluxo Apr 18, 2024 @ 4:24pm 
Not working for me. Equipped pawn with shortbow and primitive ammo, checked to make sure shortbow uses primitive ammo in the mod menu. Says they don't have ammo to shoot with.
ƘΙƮSƯƝΔKΔI ︻ア ョ Apr 14, 2024 @ 5:32am 
it's good for me for now. thank ^^:steamthumbsup:
LimeTreeSnake  [author] Apr 14, 2024 @ 2:57am 
Could you try redownloading the framework and delete the old files? Might fix your issue.
ƘΙƮSƯƝΔKΔI ︻ア ョ Apr 14, 2024 @ 2:52am 
since the update 1.5 and the mod "repair item", when i tied to shoot. all my load ammo
disappears quicky. and i have this error message per ammo :


exception ticking Leen (at(87, 0, 66)): system.missingMethodexception: single rimworld.startextension.getstatvalue(Verse.thing.rimworld.statsdef.bool)

Someone know my problem?
伊緬の夢 Jan 21, 2024 @ 3:43am 
Does the mechanical family have no bullet restrictions?
whimsical ghost fella Jan 14, 2024 @ 11:45pm 
noticing non-colonist have unlimited ammo despite having the option turned on, any idea why this might happen?
PILOT Jan 13, 2024 @ 11:00pm 
dose it work with modded wepons?
Robot_Prince Jan 8, 2024 @ 8:56am 
@Behemoth I am not arguing at all, I am saying how this mod works. There is nothing to argue about.