RimWorld

RimWorld

[LTS]Ammunition - Advanced Ammo Pack
179 Comments
10-4 Apricot Sep 17 @ 5:11am 
Blessed is the day this is updated
Hoki Sep 12 @ 12:45pm 
not begging for an update soonish but are there any plans to support this anymore? im currently looking into mods that can act as a substitute to CE and this one's the only one left that is not running on 1.6 to my knowledge
GhostlyBlu Aug 29 @ 1:04pm 
1.6 and my life is yours
P4nther4 Aug 16 @ 2:22pm 
1,6? w,w
Soka Aug 11 @ 1:19pm 
1.6?
言霄 Aug 5 @ 11:42am 
1.6plz:steamhappy:
тетеря, блин Jul 29 @ 2:13pm 
would be great to have ammo compatiblilty with this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2854006492
Shinzou Jul 27 @ 10:39am 
@gazza_m_bolten, that is a fantastic suggestion, let me do some testruns with this enabled and if LTS doesn't respond/update any time soon, I'd be willing to make a patch...
Shinzou Jul 27 @ 10:38am 
@lol, of course it works with Yayo, you just have to disable Yayo's Ammo system und use LTS' instead.
Witchslayer Jul 22 @ 6:39am 
1.6?
m15050305712 Jul 21 @ 8:22pm 
1.6?
rafaeloo Jul 16 @ 2:42am 
1,6?
P4nther4 Jul 15 @ 2:25pm 
Would be awesome <3
Dealer Mangan Jul 15 @ 3:26am 
Will this receive an update?
condottiere Jun 27 @ 11:28pm 
@Moistbadger 2 years ago (so really this is for the benefit of posterity) about ammo damage versus weapon masterwork/legendary quality overrides.

Just tested a legendary 9mm weapon on a target. A dozen shots all did around 14 damage. Base 9mm FMJ bullet damage expected is 12. Legendary weapon lists damage as 18. Target creature description stated an 80% damage reduction, which is in line with 80% of 18 damage.

Looks like weapon quality damage modifier applies to mod ammo, not overridden by mod ammo damage.

Goes to show it's more helpful (and more fun) to actually play the game than to theorycraft imaginary problems.
condottiere Jun 26 @ 7:32pm 
Hi LTS, it looks like you've labeled the rifle round for hunting/marksman rifles and support weapons / MGs as 7.62x39 when it should be 7.62x54.

The 7.62x39 round is used in e.g. the AK, and in most games is considered analogous to the 5.56x45 round in game terms and weapon roles. These are the 10-11 damage bullets for assault/service rifles in RW/VWE. It's jarring to see 5.56x45 rounds used for pseudo-AK service rifles in RW, but that's just a superficial label; stats and behavior are as expected. :D

The 7.62x54 round is more powerful, and usually associated with the bolt action rifle / machine gun bullet in RW.

Just FYI! No negative gameplay effects from this mislabeling, no actual fixes required.
lol May 7 @ 11:10pm 
@thatguywho
it doesnt since Yayo has it's own ammo (see settings)
ThatGuyTho21 Apr 29 @ 10:45pm 
Does anyone know if this Mod works With Yayo combat 3, love the ammo system here!
gazza_m_bolton Mar 1 @ 10:22am 
I'm curious is it possible for compatibility with medieval overhaul to use gunpowder in production of ammo?
Red Dwarf Dec 3, 2024 @ 12:00am 
It appears that loading kits is considered Hauling, which means pawns who refuse to do Hauling also refuse to load their kits and thus cannot shoot anything. Is this intended behavior?
Lulu Dec 1, 2024 @ 6:29am 
I look at it this way - unless you're hitting someone with the gun, it's the bullet that does the damage.
Quality would more affect how often the gun jams, how many rounds you can put through it before something breaks internally, and so on.
A chromed barrel won't make your bullets hit harder, but it will collect less residue over time; meaning it can go longer between cleanings versus a shoddily made steel barrel.
[LTS] Maintenance iirc adds jam chance based on quality/damage so there is that.
MoistBadger Oct 26, 2024 @ 2:59pm 
Since the mod overrides the damage, not modified by the ammo, the weapon's damage doesn't matter, which means a better quality gun doesn't have the damage bonus, right? Honestly, not a big fan of that as someone who really likes paying attention to things like item quality etc. Simple ammo pack still better than no ammo mod, but I would love if here ammo would be just a damage and pen multiplication factor.
aikixd Sep 14, 2024 @ 3:06am 
There descriptions for 9 and 12mm rods contains wrong stats.
alekiodude Jun 27, 2024 @ 7:29pm 
that was it appreciate it
Jet Jun 27, 2024 @ 2:37pm 
a job that you set priority for. check the menu at the bottom same place as wildlife, schedule, assign etc
alekiodude Jun 27, 2024 @ 5:58am 
what is task iirc?
LimeTreeSnake  [author] Jun 26, 2024 @ 1:13pm 
The ammunition workbench use task iirc.
alekiodude Jun 25, 2024 @ 2:50pm 
my pawns cant make ammo the option is greyed out and says "pawn not assigned to" and the pawn is assigned to all crafting jobs with min skill requirement
LimeTreeSnake  [author] Jun 12, 2024 @ 3:51am 
You toggled task work type?
Kaptain Z Jun 12, 2024 @ 12:55am 
any ideas why my pawns aren't picking up ammo?? also yes they have a kit and the right ammo selected with plenty in storage, and checked mod settings.
LimeTreeSnake  [author] Jun 3, 2024 @ 11:37am 
Gigabyte, ofc you may, it's a framework meant to be compatible overall and should be really easy to do if you just add a "May require" tag or something alike. Sorry for late response.
Cakes May 30, 2024 @ 11:57pm 
is this compatible with yayo combat / gunplay?
Shepherd_KORP May 27, 2024 @ 3:49pm 
War caskets can't carry ammo
GigaByteWide May 20, 2024 @ 8:02pm 
I've taken a break from modding or playing Rimworld, so now that I am back at it. I am filled with vast amounts of ideas.
GigaByteWide May 20, 2024 @ 8:01pm 
People on discord said it's best to ask first, before trying to make compatibility mods.

Curious if I can get permission to make my weapon bundles compatible with your LTS ammo mods? I have an estimate of like 300+ weapon sprites total inside all my mod bundles, I'm currently in slow progress on re-writing all of it from scratch for the V1.5+ build.

A few years ago I attempted at creating a armoured grenade compartments hidden inside a ribcage or prosthetic parts. 17 & .22 Caliber finger guns, shotgun palms, Smoke grenade compartments on the calves, shoulder mounted Gauss rifles, (etc) but I had to remove all those from my mods after the latest changes made on V1.4 & V1.5 builds.

I've tried making mods for Combat Extended, there were way too many errors occurring that I just scrapped that whole entire project last year. That CE framework felt nearly impossible to develop content for it.
gazza_m_bolton May 19, 2024 @ 11:56pm 
I do like the magazine idea but I don't know if it would over complicate the mod itself in the background such as shots per magazine etc. I'm just curious how it would work. Would it be as an inventory option so you could say how many magazines the colonists will carry as part of the drug menu or a new separate option in the assignment tab? Or would it be included in the kits?
lol May 18, 2024 @ 9:36pm 
Oh, and the magazines idea is fantastic!
lol May 18, 2024 @ 9:32pm 
This works great. Maybe an option to hide unused ammo without resorting to Cherry Picker? Thank you for modding!
LimeTreeSnake  [author] May 13, 2024 @ 12:20am 
That is not a bad idea @Smiley, is a way to kinda circumvent some issues with kits actually... gave me some inspiration. Shall see if I can come up with something for the future.
LimeTreeSnake  [author] May 13, 2024 @ 12:17am 
@Kyrox, thanks shall see if I can figure things out for these!
Smiley Face Killer May 9, 2024 @ 10:48pm 
It'd be so cool, imo of course, if there was a way to do magazines. Like a "simple" chain so you'd craft bullets, craft a magazine out of like 30 x 5.56 rounds and like 2~ steel and you'd get 1 x Rifle magazine, then the gun uses the rifle magazine instead of just loose rounds in your pocket.
Kyrox May 7, 2024 @ 11:06pm 
@LimeTreeSnake
https://steamcommunity.com/sharedfiles/filedetails/?id=849231601

This adds a few underbarrel weapons that could use your launcher ammunition.
LimeTreeSnake  [author] May 7, 2024 @ 4:50am 
@Zyrah, task worktype toggled?
LimeTreeSnake  [author] May 7, 2024 @ 4:50am 
Basically currently only my military mod, have not seen many other mods adding these but if you do find any. Do tell, would be great to add more weapons for those.
gazza_m_bolton May 5, 2024 @ 9:27am 
Just a quick question what Mod is there currently which has launchers designed to use the 84x245R RCL [HE, SMK, ASM, EMP]?
Shepherd_KORP Apr 29, 2024 @ 4:04pm 
Warcaskets have no ammo stowage VEF Pirates
ZyrahRavenSteel Apr 28, 2024 @ 11:09am 
My colonists wont pick up ammo automatically or reload their guns, even when i have the ammo made and available. They all have Kits.
-ᴍᴀᴄʜᴛ Apr 28, 2024 @ 8:40am 
If there isn't one, how what do I edit in the file so I can set the simple explosive ammo to carry only 12 per kit slot?
-ᴍᴀᴄʜᴛ Apr 28, 2024 @ 8:33am 
Do you have any recommendation for ammo specific to grenades and their launchers? e.g. emp granades, and emp shells for launchers, smoke grenades, smoke shells for launcher. I tried the 'Just another ammo pack' but he bundled every variant in one ammo type.
MichalPl111 Apr 28, 2024 @ 6:33am 
is it VE compatible?