RimWorld

RimWorld

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Colony Needs Ammunition! (Continued)
   
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Mod, 1.5, 1.6
File Size
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426.923 KB
15 Jun @ 7:22am
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Colony Needs Ammunition! (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
514 items
Description
Original mod "ColonyNeedAmmunitionMod" by -210
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=809365662
If the original author requests it, I will remove this update.

Now requires Harmony

--

This mod provides an ammo system where your colony keeps ammo in a central dump that all colonists pull from.

Parses all ranged weapons to determine ammo type needed.
Added a modExtension that can be used to specify ammo type for a weapon.
Inspect panel of weapons shows what ammo type they require.

- Explosive weapons, archotech weapons, etc. are exempt from the ammo system
- If the modExtension exists on a weapon, its setting is processed first, it overrides all
- Followed by my hardcoded rules (Force mini shotgun to shotgun ammo as it is Spacer techlevel, etc.)
- Followed by some heuristic rules with fallbacks - based around damage, DPS, techlevel, defName, etc.

Mod settings
Drop weapon when out of ammo (Default true)
Rough amount of ammo dropped by enemies (Default 30)
Verbose logging - this will show you how every weapon was processed, what ammo type it was assigned. Useful for troubleshooting.

When using the scenario part you can (must) specify the clip size enemies carry. Enemies don't use the ammo system, but this will determine how much ammo they drop for their weapon when they die. This is set to 30 automatically in the included scenarios. If you do not set it when using the scenario part, enemies will not drop ammo.

modExtension info:

By adding this to a ranged weapon, you can specify the ammo type. This is processed first before any other rules.

<modExtensions> <li Class="ColonyNeedAmmunitionMod.ModExtension_AmmoType"> <ammoType>LowCaliber</ammoType> </li> </modExtensions>

ammoType values:
None
LowCaliber
ShotgunShell
HighCaliber
SniperRifle
Arrow
Energy

None - will not use ammo system (explosive weapons by default)

--

Original mod notes (0.15):

With this mod, you need Ammunition to shoot your guns.

CAUTION:
・This mod is NOT save game compatible.

MOD PURPOSE:
Making characteristic for all guns and debuff over powered guns like charge rifle and sniper rifles.
Charge rifle need Energy Pack as Ammunition which is so expensive, but pistols only consume cheap Ammunition, so maybe there is a situation using pistols on late games.
That is this mod's purpose.

OVERALL:
When your colonists or turrets shoot guns, guns consume ammunition.
But they don't need to carry ammunition.
Ammunition will be consumed from Storage Building named "AmmoBox" on your colony.
This is storage only for ammunition.
If any of "Ammoboxes" do not have enough ammunition,
your colonists and turrets cannot shoot and immediately drop their guns to ground (or turret's power will be off).
So, you need to keep enough ammunition before the Enemy raids.

There are 3 way to gather ammunition:
  ・Enemy Drop: every combat pawn has few ammo which is suitable type for their own primary gun.
・Trading: caravan and trader ship will trade ammunition with you.
  ・Crafting Ammo: most of the ammunition can make from steel and sulfur.
making ammo on Smithy.
sulfur can get by mining SteamGeyser using "Sulfur Mining Depot".
"Sulfur Mining Depot" needs "Smithing" research.

 You need Scenario Part named "Colony needs ammunition" to play the game with this mod.
or just start with:
"Crashlanded - with ammo"
"The Rich Explorer - with ammo"
"Lost Tribe - with ammo"


FEATURES:
・Adding 6 types of ammunition:
--------------------------------------------------------------------------------
Low Caliber Ammo : cheap ammunition for early guns.
Use For: Revolver, Autopistol , Bolt-Action Rifle , Machine Pistol.
Cost: 10 steel + 20 sulfur = 50 low caliber ammo
--------------------------------------------------------------------------------
High Caliber Ammo: more expensive ammunition for advanced guns and turrets.
Use For: Assault Rifle , HeavySMG , LMG , (most) Turrets, Minigun
Cost: 25 steel + 25 sulfur = 30 high caliber ammo
(Advanced Ammunition Research needed)
--------------------------------------------------------------------------------
Arrow: ammunition for bows.
Use For: Short Bow , Recurve Bow, Greatbow, Super Cross Bow(it's my mod gun Xp)
Making Cost: 5 wood = 50 arrows
(Can craft on Crafting Spot.)
--------------------------------------------------------------------------------
Shotgun shell: very cheap ammunition only for shotgun.
Use For: Pump Shotgun, Chain Shotgun
Making Cost: 5 steel + 20 sulfur = 30 shotgun shell
(Advanced Ammunition Research needed)
--------------------------------------------------------------------------------
Sniper Rifle: very expensive ammunition for sniper rifle
Use For: Sniper Rifle
Making Cost: 5 plasteel + 40 steel + 40 sulfur = 20 sniper rifle ammo
(Advanced Ammunition Research needed)
--------------------------------------------------------------------------------
Energy Battery Packs : most expensive ammunition for spacer guns.
Use For: Charge Rifle.
Making Cost: CAN NOT MAKE. ENEMY DROP or BUY ONLY
--------------------------------------------------------------------------------

 ・Adding item named "Sulfur" use for ammo craft.
 ・Adding Building named "AmmoBox" for store ammo.
 ・Adding Building named "Sulfur Mining Depot" to dig sulfur from Steam Geyser.
 ・Adding Research Project "Advanced Ammunition".
 ・Sulfur can be made from "Boomalope Leather" or "Boomrat Leather" on Drug Lab.

3 Comments
soo68123 2 Jul @ 3:19am 
Does Mechanoid use ammo?
Zaljerem  [author] 20 Jun @ 4:54pm 
You can turn off the weapon drop in the mod settings.
Korvon 20 Jun @ 4:51pm 
cool like the idea of needing ammo but didn't like any of the implimentations others used will probably grab this but having the colonist drop the gun on the ground when out of ammo is a bit unusual. is that so they do not continue shooting? maybe something like the simple sidearms mod could help where they simply swap to the next weapon instead of dropping the one that's empty.