RimWorld

RimWorld

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[LTS]Ammunition - Framework
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Mod, 1.3, 1.4, 1.5
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Posted
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4.685 MB
May 4, 2022 @ 4:36am
Dec 30, 2024 @ 5:59am
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[LTS]Ammunition - Framework

Description





This mod does not contain any form of ammunition by itself and will require an accompanying ammo pack such as the Simple Ammunition pack or Advanced Ammunition pack, both of which can be found below. This mod's primary aim is to provide the groundwork for ammunition management and requirement for weapons, as well as provide the tools for the creation of ammo diversity for certain weapons like the usage of Full Metal Jacket and Armor Piercing ammunition.

[ko-fi.com]



Ever wondered how pawns shoot their weapons using magical ammo conjured from nowhere? I did too, so with this mod, you can create, craft, and use ammo. Depending on which ammo pack you decide to use with this framework, certain weapons will require ammunition just to be able to fire, some ammo packs, like the Advanced Ammunition pack will add ammo types like FMJ, HP, and AP rounds, as well as ammo calibers, providing more depth to combat and resource management.


Rather than storing ammo in the pawn's inventory, the pawn can wear kits! each kit can carry one or more types of ammo, each with its own capacity, the pawn will then use the ammo from their kit as they shoot, there are different types of kits, and they all come in 3 sizes, small, medium, and large, kits can be managed using a neat gizmo, and each ammo slot can be enabled or disabled if you wish to use a specific ammo type.


This ammunition framework supports modded weapons thanks to its highly configurable mod settings, where each weapon can be configured to use whichever ammo category you want, you can even make them require no ammo at all if that's what you wish.


This framework contains a comprehensive configuration menu, allowing for each weapon and kit to be configured, and certain behaviors of the mod to be changed, lets go through the important ones:



The Simple Ammo pack provides just the very basics of ammo management, weapons will fire their original ammunition based on their vanilla stats, and ammo are more general purpose and is primarily based on tech level (e.g. Industrial Ammo, and Spacer Ammo).


The Advanced Ammo pack provides a more in-depth take on ammo management, where ammunition provides its own damage profile, while still based on the vanilla damage profile, this version includes ammo calibers (e.g. 9mm and 12 Guage), as well as ammo variety (e.g. 9mm FMJ, 9mm HP, 9mm AP), each ammo variant having their own unique effect.

Other ammunition packs using this framework:
  • Just Another Ammo Pack – Adds additional ammo that does not exist in Advanced Ammo Pack (e.g. 40mm grenades, .308 Winchester, etc.).
  • Beans Ammo Pack – Works somewhat lika simple ammo, but also divides the ammo into various types. Pistol, Rifle, Spacer, Musket ammo etc etc.


Note: Any inaccuracy in the following list of translations is not our responsibility, for corrections, please contact the translator through their workshop page.


Compatibility list:
Partial Incompatibility list:
  • None at this moment
Incompatibility list:
  • Mercenaries For Me - seems to spawn without kits due to how they generate pawns.


Q: Why does this mod not include ammo?
A: This is because the ammo framework has a comprehensive set of features, and I recognize not everyone wishes to go that in-depth with ammo management, or play around with ammo diversity and variety, or they might just not like the vanilla damage profile of weapons, hence, the release of two accompanying sets of ammunition packs, with different depth and complexity, this also allows for other modders to add their own ammo if they wish, that or to make their own ammo pack.

Q: Why can't my pawns shoot?
A: Make sure your pawns have a kit equipped, and said kit has ammo.

Q: Does NPC use ammo?
A: Yes, toggleable in mod settings

Q: Does Mech and animals use ammo?
A: No

Q: Can I mix and match different ammo packs?
A: Yes! there should be no hard incompatibilities between ammo packs, just make sure to go through your gun list and configure them properly.

[discord.com]

ELIF_ – art
Shotty – testing

Many thanks to the folks over at Yggdrasil and my friends for their support

Code by LTS, art by ELIF_ and everything owned by LTS. Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


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Popular Discussions View All (5)
1
Nov 8, 2024 @ 1:52pm
Exception on Caravan Spotted modded event
aikixd
2
Nov 4, 2023 @ 10:47am
Cant use mod settings menu
MiTHRiL
1
Jul 31, 2023 @ 3:42am
LTS_Ammo framework GizmoOnGUI - BUG
Do0m[y]
391 Comments
Mad Catter May 4 @ 11:06pm 
Can I set how much ammo cost for each gun to fire individually?
eaglegundam Apr 28 @ 2:35pm 
and i already tried only this mod req mods and it dosent loet me modify the kits
eaglegundam Apr 26 @ 5:42pm 
for some reason i cant modify Kits
macintosh1257 Apr 14 @ 7:05am 
I can't pick up my primitive arrows.

This is my modlist: https://i.postimg.cc/FFqbNpLN/Screenshot-186.png
Hawk27 Apr 13 @ 5:49pm 
@Tittymcswaggy - I'll give that a try; I hadn't realized it was a new kind of work but now that you say it the error message does kinda point to that. Thanks!
Tittymcswaggy Apr 12 @ 4:47pm 
@Hawk27 - 2 months late but if you're added the mod mid-save then you need to go into work tab and assign the new "Task" section for pawns to make and load kits
Bananabob Mar 17 @ 3:28pm 
any chance you could ad a new ammo type for flame throwers? or atleast make it so you can make them require chemfuel
[RTB] Sarianos Feb 23 @ 7:58am 
@LimeTreeSnake Do you happen to have any plans to allow turrets to use ammo? I'm aware that there is a mod/patch for some specific turrets but it certainly would be nice to have a native system similar to how weapon are detected, assigned ammo and customised.
Hawk27 Feb 16 @ 2:27pm 
Not necessarily bug or mod conflict, could be I'm just missing something ... Am I supposed to be able to order my pawns to pick up ammo?
1. They have kits
2. The kit gizmos indicate the right ammo type for the equipped weapon (this itself was an adventure - turns out you have to equip the weapon, then equip the kit)
3. The kit gizmos show empty ammo and show desired ammo level as max
4. I have the appropriate ammo in both modded storage (Neat Storage on Adaptive Storage Framework) and a regular stockpile zone
5. Pawns are wandering idle with no other tasks and are NOT picking up ammo
6. RMB on stored ammo stack with pawn selected (both drafted and not) gives "Cannot prioritize: Not assigned to dealing with"

Somehow, only one colonist picked up some ammo in my early messing with this (and I'm not quite certain how), but none of the rest have followed suit.
Dizzy Ioeuy Jan 2 @ 10:46am 
Send them to some third world nation who needs them!