Ravenfield

Ravenfield

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Spare Ammo Manager
   
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Content Type: Mutators
File Size
Posted
Updated
655.675 KB
7 Nov, 2024 @ 9:06am
25 May @ 7:13am
24 Change Notes ( view )

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Spare Ammo Manager

In 1 collection by Panchuet
QOL and Realism Mutators
39 items
Description
You can reach me on Discord[discordapp.com] for questions, commissions, or other inquiries. If you’d like to support my work, consider buying me a coffee on Ko-fi[ko-fi.com] — thank you!


Mod Overview
Tired of bots with too many rockets or endless grenades? This mutator fixes that by standardizing spare ammo for players and bots, making ammo amounts balanced and consistent. You can adjust the settings to give more or less ammo as you like.

Guide
Primary and Secondary
  • Maximum Ammo Multiplier - These set the upper limit on how much spare ammo you can get.
  • Target Total Ammo - This is the target total ammo amount (loaded + spare) you want. The mutator tries to match this number.
  • Minimum Spare Ammo Target - These set the minimum amount of spare ammo you should always have. The mutator guarantees at least this much.
Gear
Simply, spare ammo scales with weapon damage: higher damage means less spare ammo, while lower damage means more spare ammo.
  • Maximum Ammo Multiplier and Minimum Ammo Multiplier - These set the min and max ammo multipliers for gear items based on how much damage the gear does. Low damage means max multiplier (more ammo), high damage means min multiplier (less ammo).
  • Maximum Damage Threshold and Minimum Damage Threshold - These define the damage range used to decide ammo multiplier for gear. Gear damage below the minimum gets max ammo, above the maximum gets minimum ammo, and in-between is scaled accordingly.
  • Large Gear Bonus Multiplier - Extra ammo for large gear items to balance their bigger slot cost.
Force Whitelists and Blacklist
List weapon names separated by semicolon (;). For example: RK-44;Patriot
  • Force as Primary/Secondary/Gear/Large Gear - Force weapons into specific ammo logic categories regardless of default slot.
  • Blacklist - Weapons here are ignored by the mutator completely.
26 Comments
Novice_Rifleman 25 Jan @ 8:15pm 
Takes some getting used to but works very well.
tourists233 18 Dec, 2024 @ 2:02am 
The problem is that these weapons require the same ammo restrictions as high-damage weapons, but this system is based only on damage limits and does not do what is required
Panchuet  [author] 17 Dec, 2024 @ 7:00am 
if a weapon has "low" damage but can still kill a large number of enemies, then it doesn't really seem low at all. i really cannot see the issue
tourists233 17 Dec, 2024 @ 2:28am 
There are some weapons whose strength is not related to damage, such as bombs with low damage but small range attenuation, one shot can kill a large number of enemies(Machine translation)
Panchuet  [author] 16 Dec, 2024 @ 4:36pm 
please, for the love of all that is good, read the description on how it works. it’s functioning as intended and is a better system. the issue is that some of you aren’t fully understanding the explanation. please take a moment to READ.
NOOB3008 16 Dec, 2024 @ 6:09am 
not working for Rocket launcher
i miss old system :(
its so hard to find a mod that made bots got inf ammo :(
tourists233 16 Dec, 2024 @ 4:10am 
Can you add Settings for individual weapons, like "Ammo Control"
Panchuet  [author] 14 Dec, 2024 @ 3:22am 
no. this mutator's goal is consistency. the old system failed to adjust spare ammo accurately because some weapons were improperly categorized due to inconsistent role classification. the new system balances ammo based on weapon damage: stronger weapons get less, and weaker ones get more. since all values are configurable, i don't see why you can't adjust spare ammo to your preferred values
K O M Z E R 14 Dec, 2024 @ 1:37am 
I hate new update for gear weapons. Bring back the old system for gear weapons
Panchuet  [author] 9 Dec, 2024 @ 2:24pm 
using the default values, a weapon with 0 minimum damage receives a multiplier of 2, while a weapon with 2000 maximum damage gets a multiplier of 0. this means a weapon with 1000 damage falls in between, receiving a multiplier of 1, with all other values linearly interpolated. currently, explosion damage is not accounted for, but a fix has been prepared and will be implemented once steel updates the game