RimWorld

RimWorld

The Generic Ammo Experience for Combat Extended
459 Comments
turkler  [author] Nov 25 @ 1:43pm 
@Robob prometheum is also a lot harder to obtain and is too valuable to ever consider wasting on flaming arrows that don't even soak the target. fsx is used as a general incendiary agent here, though I may change that to chemfuel sometime

thank you for your feedback nonetheless, though! I don't get enough of feedback on most anything
also, it's the buffs and nerfs module that makes that change, not the core mod, so please redirect further rebalance stuff there, thank you
Robob Nov 23 @ 5:05pm 
FSX is explosive, prometheum is incendiary, flaming arrows cause fire
turkler  [author] Nov 23 @ 5:03pm 
@Robob based on what?
Robob Nov 23 @ 4:06pm 
Shouldn't flaming arrows use prometheum instead of FSX?
turkler  [author] Nov 22 @ 1:32pm 
@2_Modray I'll take a look
2_Modray Nov 22 @ 12:37pm 
When using Dead Man's Switch, the Ammunition Fabricator can't make shotgun shells, magnum pistol ammo, or magnum rifle ammo.
Tybo Nov 22 @ 7:41am 
Awesome, will check it out and let you know!
turkler  [author] Nov 22 @ 7:24am 
@Tybo I went over the weapon list and found two ammosets with that issue. fixed those and things seem to work fine for most weapons. let me know if I've missed any guns that still have this issue
Tybo Nov 22 @ 7:13am 
Amazing, thanks so much Turkler!
turkler  [author] Nov 22 @ 7:09am 
@Tybo no no, you were right. one of the ammosets has a wrong similarTo field and those guns, as you've said, can't take ammo. easy fix, give me a moment
Tybo Nov 22 @ 7:07am 
I seem to get this with a lot of them. I'll try removing my other mods, maybe there's some other incompatibility, though I can't say what other mod might do this
Tybo Nov 22 @ 7:04am 
@Turkler Huh, odd. So for example the QBZ-59 AR. When they've got it equipped and have 'charged rifle cartridge', they can't reload. I get the 'QBZ-59 AR (Charged rifle) has no available ammo types'
turkler  [author] Nov 22 @ 5:34am 
@Tybo I just tested that mod and things seem to work fine? I couldn't find any weapons without any valid ammo, at least. I can take a deeper look if you can tell me which weapons exactly break with generic ammo
turkler  [author] Nov 22 @ 3:47am 
@Tybo probably, most ce patchers have no idea how generic ammo works and tend to break things by assigning wrong similarTo fields. I'll take a look sometime
Tybo Nov 22 @ 1:53am 
Hi Turkler! Love the mod - thanks so much for sharing! I saw that the Celetech mod was recently updated to be compatible with CE. I tried it out with your generic ammo mod, but I get errors with the ranged weapons saying that no ammo could be found. I tried giving the pawns the generic charged rifle ammo but they still can't reload. Does a patch need to be made?
Love this mod!
turkler  [author] Oct 30 @ 2:23am 
should be fixed now
turkler  [author] Oct 30 @ 2:14am 
@Monique_L33T dang it, I was copy pasting some stuff around and must have missed it. thanks for the report, I'll push out a fix in a minute
Monique_L33T Oct 30 @ 1:54am 
specifically it's the patch at line 165 in vae_accessories.xml
Monique_L33T Oct 30 @ 1:52am 
Getting this after recent update
XML format error: List item found with name Operation that is not <li>, and which does not have a custom XML loader method, in <operations><li Class="PatchOperationRemove"><xpath>Defs/ThingDef[defName="VAEA_Apparel_MiniTurretPack"]</xpath>[...]
tide{S}haper industries Oct 22 @ 4:30pm 
Thx for letting me know, will forward that to the guy in troubleshooting so they re-download the mod. :thumbsup:
turkler  [author] Oct 22 @ 3:04pm 
@tide{S}haper industries oh no that's intended, this mod undoes some coverage changes if you have ve armor
I have to admit, the ve armour patch was a bit all over the place. I've reorganized things a bit in the patch and moved all the royalty stuff to a findmod check. turns out the seperate cat's boots and gloves patch also referenced royalty stuff. can confirm the mod works fine without royalty now
thanks for the report
tide{S}haper industries Oct 22 @ 5:09am 
Coming from a troubleshoot over on the RW-Discord. You probably want to double-check the patches from the 've_armor.xml' - there's one targeting; @Name="ApparelArmorCataphractBase" which is erroring without a FindMod for the user without Royalty. But it feels weird seeing that xpath there to begin with - based on the rest of the patches in that file I assume that this particular patch is supposed to target the (regular) VAEA Siegebreaker armor instead.
turkler  [author] Oct 20 @ 2:52pm 
@Lowkey that is not that quite far fetched. it already exists, actually. check out ''nuff's autopatcher'' which does exactly that, even works with generic ammo out of the box
Lowkey Oct 20 @ 2:48pm 
do you think it could be possible to create a system that automatically choose generics ammos (and ammos capacities) from a pregenerated pool, depending on the gun damage per shot, firerate, armor penetration, accuracy and stopping power? (and therefore automatically patch mods)? or just to farfetched?
turkler  [author] Oct 19 @ 5:23am 
@Deankiller Turnupseed ''still got ammo bloat'' you have generic ammo disabled
Deankiller Turnupseed Oct 19 @ 4:34am 
hey turkler i have a problem, still got ammo bloat but all weapons want to use your ammo, but it doesnt exist. i checked if yours loads after CE and it does, you got some other recoms?
DoubleK Oct 16 @ 5:30am 
This mod removes and replaces weapons from certain mods, just be aware.
Spookbuster Oct 16 @ 12:24am 
What if I want to keep all the ammo bloat, but only want gunpowder techs consolidated?
turkler  [author] Oct 11 @ 8:41pm 
:ujel:
FrAmed46 Oct 11 @ 1:26pm 
Turkler is greek?
Lance Vance Oct 11 @ 1:33am 
young virgin workshop commenter absolutely demolished by powerful Greek god
turkler  [author] Oct 10 @ 5:15pm 
though then again you're a steam workshop commenter so I can't blame you for not having a vision beyond piling on 999 mods together and calling that a list
turkler  [author] Oct 10 @ 5:15pm 
@DSM no, the weapon range rebalance mod was made around a cohesive list of weapon mods. it not supporting huge realslop packs like guns galore is not a bug, it's a feature
DSM Oct 10 @ 4:50pm 
Rimsenal: Feral being listed as patched for this mod but not range rebalanced, while Rimsenal: Spacer is listed for ranged rebalanced but not this mod, feels like an oversight.
turkler  [author] Oct 8 @ 4:16am 
small update today, patched some mods
turkler  [author] Oct 1 @ 11:51pm 
@Riven yeah
@RoNeG I was a bit vague earlier, but for context, the issue there is that ce turrets now have the CE_ prefix in their defname. rimcities' reference to the turret's defname fails because of that
Riven Sep 30 @ 9:55pm 
Does this also affect Local's CE guns?
turkler  [author] Sep 30 @ 10:06am 
@Tactical Femboy I haven't touched anything related to rim effect in months
Tactical Ferret Sep 30 @ 9:46am 
Rim Effect traders don't sell their Thermal Clips anymore, is this an oversight maybe?
turkler  [author] Sep 24 @ 3:49pm 
@RoNeG issue on rimcities' end
RoNeG Sep 24 @ 3:43pm 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with RimCities?
turkler  [author] Sep 24 @ 3:15pm 
yes
OP Jason Sep 24 @ 2:30pm 
turkler  [author] Sep 21 @ 9:40am 
thank you everyone
Bean Sep 21 @ 9:25am 
thanks Turkler!!
∆∇⇑⁂⇓∇∆ Sep 20 @ 8:36am 
finaly :steamhappy:
Pablo Discobar Sep 17 @ 6:36am 
Excellent, excellent.... (insert Mr. Burns image)
Killy Blame! Sep 17 @ 12:06am 
Goated thank you
turkler  [author] Sep 15 @ 3:31pm 
First round of mod patch fixes for Combat Extended Armory and Vanilla Weapons Expanded - Grenades is now out!