RimWorld

RimWorld

The Generic Ammo Experience for Combat Extended
398 Comments
sminkus Jun 30 @ 1:13am 
thank you and understandable, much appreciated!
turkler  [author] Jun 30 @ 1:12am 
@sminkus honestly I don't want to touch this mod until 1.6 ce becomes stable. I'll do that once it is, though
sminkus Jun 30 @ 1:05am 
been using it for a long time now and while i love it, little sad i cant use a lot of the stuff from "authentic gun styles" since this mod seems to patch out the akm in favor of the service rifle. was wondering if there couldd mayyybe be a patch to assign the textures/ styles to service rifle?
turkler  [author] Jun 27 @ 1:50pm 
@RiceWizard you are wrong, you should look up how generic ammo works
RiceWizard Jun 27 @ 1:42pm 
Looking at the damage stats, am I correct in understanding that if two guns use the same cartridge type, they'll do the exact same damage? Or is there a hidden modifier I'm missing. It makes some guns seem kinda unnecessary if so.
Asep_Hejo Jun 17 @ 8:56am 
got it, thanks!
turkler  [author] Jun 17 @ 8:54am 
@Asep_Hejo most of those guns are bloat whose functions you can find elsewhere. you can make a local copy without those changes if you want
Asep_Hejo Jun 17 @ 8:53am 
any alternatives for those guns or a version which doesnt remove them? I tried to delete the codes which removes them and they work just fine
turkler  [author] Jun 17 @ 8:48am 
@Asep_Hejo as intended, yes, as part of generic integrations
Asep_Hejo Jun 17 @ 8:44am 
or does it work as intended? lots of guns def are removed in patch xml
Asep_Hejo Jun 17 @ 8:38am 
i found a bug : this mod prevent any content from combat extended armory to show up in game but it doesnt throw any error
turkler  [author] Jun 4 @ 11:47pm 
@Trashiest Possum hello, should be fine now. the generic ammo experience will now enable generic ammo by itself
Trashiest Possum Jun 4 @ 11:11pm 
Yeah thats totally fine, Like I said I'm just glad I wasn't being a complete idiot and missing something
turkler  [author] Jun 4 @ 11:04pm 
@Trashiest Possum if you don't mind waiting an hour or two, I'll have the experience automatically turn on generic ammo
Trashiest Possum Jun 4 @ 10:59pm 
ok ignore that update, good to know I wasn't going insane lol, strange they removed it
Trashiest Possum Jun 4 @ 10:56pm 
Small update: i have launched the game with just combat extended, harmony, and generic ammo, and the mod settings still don't show the generic ammo setting, I am completely baffled
turkler  [author] Jun 4 @ 10:56pm 
@Trashiest Possum holy shit, you're right. I just updated to the latest dev snapshot to make sure and the generic ammo setting isn't there
Trashiest Possum Jun 4 @ 10:50pm 
I'll have to fiddle with things, it's not showing up for me and its absolutely confusing me, unless combat extended has another mod settings page I'm not finding
turkler  [author] Jun 4 @ 10:46pm 
@Trashiest Possum no it's there, you actually made me check.
Trashiest Possum Jun 4 @ 10:23pm 
Would another mod prevent the setting from showing up? Sorry but I have no idea why the option isn't showing up in the mod settings for Combat Extended
turkler  [author] Jun 4 @ 9:14pm 
@Trashiest Possum it's there, in combat extended's settings
Trashiest Possum Jun 4 @ 8:57pm 
Ok I feel very stupid, where do I find the option to enable generic ammo for combat expanded? can't find it in the normal mod settings
John Oakman May 28 @ 3:14pm 
Thanks :)
turkler  [author] May 28 @ 3:10pm 
@John Oakman will do sometime
John Oakman May 28 @ 3:01pm 
Hey, great mod, could you add the turrets from dead man switch to the recognized turrets of the autoloaders? They don't work together atm?
turkler  [author] May 19 @ 4:20am 
@knojkah you're not the first person to ask me to split a feature from the generic ammo experience and my answer is the same every time
knojkah May 18 @ 8:09pm 
Not even using this but gestated/revived mechs spawning with no ammo getting its own mod could be useful, was surprised to find out it was not at least an option in CE, playing with more important ammo mod and no loot from raiders makes this noticeable, guess this is more of a niche thing though ¯\_(ツ)_/¯
Head May 18 @ 8:03pm 
Excellent mod. I hate having to micro manage dozens of ammunition types
Deankiller Turnupseed May 16 @ 12:04pm 
@turkler i think i kinda found out myself, i ditched cege and will use og ce and your mod
turkler  [author] May 16 @ 12:09am 
@Deankiller Turnupseed no, there are many reasons for not doing so. too many to list here, hit me up on discord if you'd like a long winded explanation (a rant) on why
Deankiller Turnupseed May 15 @ 10:36pm 
@turkler yea a lot of patch operations fail + other shit. will you switch to cege someday if you're bored by chance?
turkler  [author] May 15 @ 10:13pm 
@Deankiller Turnupseed maybe, maybe not. probably not, there's not a lot of mods out there that make as many extensive changes as the generic ammo experience. however, as I've said, the mod does break parity with the current active ce fork so if something did break you'd have to make a special fix for cege.
Deankiller Turnupseed May 15 @ 10:11pm 
@turkler, sad. do you know if that could cause errors with other ce related mods too?
turkler  [author] May 15 @ 10:07pm 
@Deankiller Turnupseed nope
for context, cege breaks parity with the current active fork of combat extended, and a good chunk of those changes seem to be undocumented. this mod has a lot of precise patches that will fail with the gameplay edition fork
Deankiller Turnupseed May 15 @ 9:55pm 
does this work with ce gameplay edition? getting a huge chunk of errors
turkler  [author] May 11 @ 9:20pm 
@Bongwater yeah probably
Bongwater May 11 @ 12:56pm 
would this work with Grimworld?
turkler  [author] May 10 @ 4:49pm 
@Venum it's the mounted machine gun
Venum May 10 @ 9:37am 
Hi, do you know what the generic name for the KPV is? I want to try the CIWS system.
turkler  [author] May 10 @ 2:39am 
@Marcus Aurelius Antoninus no, it's not a conflict. crossbows are intended to use generic arrows with generic ammo
Asep_Hejo May 10 @ 2:36am 
not using bolt? Maybe it's conflict with the listed mods i said below?
turkler  [author] May 10 @ 1:58am 
@Marcus Aurelius Antoninus should be fixed now. fyi, all crossbows are meant to use generic arrows
Asep_Hejo May 7 @ 8:27am 
tested with MO, VFE Medieval 2, Divine Order, big and small race, dragon descent which add crossbow to the game
Asep_Hejo May 7 @ 8:25am 
I want to report the mod preventing ammo crossbow bolt from appearing on storage list. I deleted

<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[@Name="AmmoCrossbowBoltBase"]/thingCategories</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingCategoryDef[defName="AmmoCrossbowBolts"]</xpath>

from ammo_category_fix.xml and it fix the error. Idk if it gonna break something in the future
archlva Apr 30 @ 12:30pm 
mb. I didn't know it has to be done on the discord server.
turkler  [author] Apr 30 @ 2:07am 
@Prqnk3r no support will be provided as you have not followed the troubleshooting steps required to post a bug report
archlva Apr 30 @ 12:30am 
https://gist.github.com/HugsLibRecordKeeper/6d874d738ec98b7ad00365a37383d944

I have some xml patch operations fail that aren't impacting anything, but thought I'd share.

"The Generic Ammo Experience for Combat Extended - Start of stack trace]"
S U P E R H Y P E Apr 25 @ 12:02pm 
Yo, can load the rocket launcher now, very nice! Thanks a bunch :3

I can't however load the Dragoon-use XM274 Rapier with anything. It also doesn't show ammo information in it's stat screen. The other dragoon gun from the mod I linked works though.
turkler  [author] Apr 25 @ 1:38am 
@S U P E R H Y P E should be patched now
@Tubbs :3
Tubbs Apr 25 @ 1:09am 
PackageID witnessed.