RimWorld

RimWorld

Combat Extended Propellant
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Update: 3 Dec, 2024 @ 8:12am

- Added a check if an industrial ammo recipe does not require steel. In such case a default base propellant count will be used, and a warning sent.

Update: 3 Nov, 2024 @ 8:36am

Reworked the mod to patch the in an assembly rather than relying on XML extensions. This should minimise the impact on start up time, and opens up the possibility for more future mod options. Dependency on XML extensions is removed.

Update: 8 Jul, 2024 @ 6:51am

[Auto-generated text]: Update on 7/8/2024 3:51:22 PM.

Update: 2 Jan, 2023 @ 2:45am

- Updated to CE 5.1

Update: 14 Dec, 2022 @ 9:47am

- Changes to ammo recipe and the associated ammo's market value now will be skipped if the recipe doesn't require steel.

Update: 9 Dec, 2022 @ 1:54am

- Added settings to control the count of ammunition carried by traders.

Update: 8 Dec, 2022 @ 9:15am

- Added mod settings, you can adjust steel, propellant and other costs, as well as work needed and market value.
- Added volatiles category under manufactured, containing propellant, chemfuel, FSX and Prometheum.

Update: 21 Nov, 2022 @ 6:36am

- Updated to 1.4
- Adjusted yields, Biofuel refinery produces 10 propellant from 20 cloth, crafting spot produces 5 propellant from 20 cloth.

Update: 3 Jun, 2022 @ 7:13am

Unforeseen issues with raid generation forced me to remove the market value adjustment.

Mod has been renamed Combat Extended Propellant to reflect the change in scope.

Update: 2 Jun, 2022 @ 2:16pm

Crafting mortar shells and RPG grenades was a bit too much of a pain. Unfortunately shell recipes and cartridge recipes inherit after the same parent, so there was no easy way to change just those.

Instead, work factor is reduced to 2 from 5 across the board.

Additionally to make selling leftover ammo not as profitable, market value factor is reduced from 3 to 2.