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I dont really have that time for this mod at the moment.
Sort of unrelated to the ammo assignment problems, is there a way to make player controlled mechanoids stock up and carry ammo? I can't find a way to do that without micromanaging them to reload their equipped weapons which is terribly tedious. This is another reason I wanted a per-weapon config, to just turn off ammo use on mech weapons and bypass the problem entirely.
VFE Pirates https://steamcommunity.com/workshop/filedetails/?id=2723801948 specifically the Warcasket weapons, they just don't get assigned ammo use so they shoot for free.
VWE Heavy Weapons https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791 ditto problem, they aren't assigned an ammo, though the mod uses it's own "weapons take damage as they fire" mechanic and it might be intended behavior, but I use mods where weapon condition affects performance and would rather they just consume expensive ammo instead of self destructing
and Milkwater's Pipe Gun Mod https://steamcommunity.com/sharedfiles/filedetails/?id=3420588766 they're just normal guns but cheaper and they have a jam chance mechanic, the problem is they're assigned Special Industrial Ammo instead of normal industrial ammo. I presume because of the jam mechanic, but it defeats the purpose of them being cheaper to make if it costs components to shoot them.
The ammo system is generic, if you want a specialized system for individual weapons I suggest you use CE instead
Also would be nice to hide unused ammo types, because i couldn't find where to put primitive explosive or special ammo, at least in vanilla.
https://steamcommunity.com/sharedfiles/filedetails/?id=2757398561