RimWorld

RimWorld

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[LTS]Ammunition - Simple Ammo Pack
   
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Mod, 1.3, 1.4, 1.5, 1.6
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729.989 KB
4 May, 2022 @ 4:36am
15 Jun @ 6:01am
13 Change Notes ( view )

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[LTS]Ammunition - Simple Ammo Pack

Description




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).

[ko-fi.com]



Damage profiles for weapons remain unchanged, and what type of ammunition a weapon requires has no effect on the weapons stats, this ammo pack is made strictly to only provide a rudimentary ammo management system.


Each weapon will require the appropriate type of ammunition based on their tech level (e.g. Industrial ammo and Spacer ammo), the only exception being explosives, explosives will require explosive ammo.


Perhaps you'd like to check out other ammo packs:


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:
  • Just Another Ammo Pack – Adds additional ammo that does not exist in the Advanced Ammo Pack (e.g. 40mm grenades, .308 Winchester, etc.).


Note: Any inaccuracy in the following list of translations is not our responsibility, for corrections, please contact the translator through their workshop page.
  • None at this moment


Partial Incompatibility list:
  • None at this moment
Incompatibility list:
  • None at this moment


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

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.


  • None at this moment
231 Comments
GameofGames 23 Jul @ 12:25am 
Yeah the primitive ammo is bugged, I was rather confused for a bit. No worries I'll just look for industrial weapons for the time being.
BestNameExisting 20 Jul @ 9:47pm 
Great mod! On top of the issue with the primitive ammo crafting, I think that it would be great if just accepted woody materials rather than just wood, that way you can make it out of bones if you have those sort of mods.
Cookie of Fish 19 Jul @ 8:26pm 
Primitive Ammo is missing the <fixedIngredientFilter>, preventing it from actually being crafted. o7 Fixed it on my end, but it was frustrating me a bit.
electrix1337 17 Jul @ 8:54pm 
my bow from elf expanded doesnt shot when because there isnt any ammo. i dont know if it is because of the rpg style hud or because of the elf mod. but i got a legendary that i cant use. it is very anoying
Dealer Mangan 17 Jul @ 3:35am 
My bad, looks like it was some sort of fuckery with Vanilla Combat Reloaded
Dealer Mangan 16 Jul @ 9:36am 
I dunno, something is just not working. No one wants to pick up ammo. Even if you force shove ammo into their inventories, the guns don't get loaded. In the mod config, tried to flip a switch on one gun from "can use industrial" to "requires ammo" and suddenly it was able to shoot, but it would not spend any ammo. Please fix the mod, it's not usable in this state.
Traceletz 12 Jul @ 2:15am 
I seem to have trouble with this mod in odyssey, colonist don't seem to want to load ammo for the guns they have despite it being the type needed. Look forward to when this is updated and fixed as this is one of my favorite mods!
Dex Enfvaras 11 Jul @ 3:36pm 
Further testing, the "Requires Ammo?" button actually doesn't do anything and just breaks the weapon configuration altogether. "Can Use x ?" works for both categories if anyone is having trouble. Assuming this is just a bug but this makes it a bit easier to understand the bug and get by it.
Dex Enfvaras 11 Jul @ 3:14pm 
Correction, the "Requires Ammo?" box causes the problem. Clicking this causes the weapon to bug out on that type of ammunition unless reloaded
Dex Enfvaras 11 Jul @ 3:13pm 
For some reason in mod settings, changing the ammunition type on a weapon permanently ticks the weapon able to use that ammunition. Reselecting the option instead flicks to the other tick box vice versa. Only way to fix it is to reload default settings. Both tick boxes can't be disabled once enabled.