RimWorld

RimWorld

47 ratings
Combat Extended Propellant
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Mod, 1.5
File Size
Posted
Updated
55.144 KB
18 May, 2022 @ 6:32am
3 Dec, 2024 @ 8:12am
12 Change Notes ( view )

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Combat Extended Propellant

Description
Description
This mod makes Combat Extended industrial tech ammunition more time consuming to manufacture, and require propellant to craft.

Propellant is crafted from cloth in biofuel refinery (20 to 10), or at 50% yield at a crafting spot. Propellant refining is locked behind gunpowder tech.

Mod Settings allow adjusting steel, propellant, and other costs, as well as work needed and market value.
Traders' stock of Ammunition, Medium Ammunition and Heavy Ammunition can be scaled as well.

Additionally this mod adds volatiles category, contaning chemfuel, propellant, FSX and Prometheum.

Source
Github[github.com]
32 Comments
Azuraal  [author] 10 Nov, 2024 @ 2:00pm 
@5150 Something broke while processing recipe defs, so it's "mostly" harmless. It's probably due to another mod that adds CE ammo of its own. I will add appripriate null checks.
5150 10 Nov, 2024 @ 12:14pm 
https://gist.github.com/HugsLibRecordKeeper/26fa1794253f90e2d65ab6d63b231490

Error in static constructor of Propellant.AmmoProcessor: System.TypeInitializationException: The type initializer for 'Propellant.AmmoProcessor' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object


I’m reporting this log just in case, though it seems like a harmless error for gameplay.
Jackledead 9 Nov, 2024 @ 1:55pm 
@flamangos use Resource Dictionary mod to make it do that
Azuraal  [author] 3 Nov, 2024 @ 8:49am 
I decided to play with CE some more, so I went back to this mod and rewrote the patching in C# rather than relying on XML extensions. For now it covers (almost) everything that the previous version had.

The current plan is to:
- Add an option to automatically calculate appropriate market value based on the patched ingredient count and value.
- Add an option to adjust the factors for individual ammo set types (AP, HP, AP-I etc.)
JasonGriffin 17 Aug, 2024 @ 12:35pm 
@Azuraal would it be possible to add in the functionality from combat extended important ammo to this mod? I love that there's a slider for costs, but not a way to make it more expensive for AP vs HP ammo. I'd like to make it more difficult for better ammo
Flamangos 15 Aug, 2024 @ 10:48am 
Does this work with medieval overhauls gunpowder?
Azuraal  [author] 7 Aug, 2024 @ 6:47am 
I have not noticed that, but I generally abstained from mods that added new guns, especially multiple such mods. However, there is not much I can do about it. The patch operation doesn't try to do anything fancy, just go over every ammo recipedef and make the adjustments.

Rewriting the mod in C# rather than using XML Extensions would probably make the startup processing faster, but I no longer use CE and so lack the motivation to rewrite a mod I will not be using.
Dealer Mangan 6 Aug, 2024 @ 10:28am 
This mod increases start up time very significantly with every mod that adds more weapons to the game. The process patching adds about 50% of time compared to what combat extending patching takes.
Vikhar 10 Jul, 2024 @ 5:37am 
YOU ARE A LEGEND AND A PILLAR OF YOUR COMMUNITY.
i spent along time figuring out why it wasnt working. it was Vanilla factions expanded settlers, that is now incompatable after 1.5. i dont use it anymore but figured id let folk know
Azuraal  [author] 8 Jul, 2024 @ 6:58am 
Uh, I appreciate the enthusiasm for my mod if nothing else.
The mod is now updated, no changes were really needed, I just verified it still works as intended.
I stopped using CE a while ago, so I missed it got updated finally.