RimWorld

RimWorld

PBs New Ammunitions Pack
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Update: 17 Jun @ 9:06am

Fixed the item category for 30x173mm MK310 ammunition.

Update: 9 Jun @ 12:56am

1. Adjust the spawn rate of allowed generated ammunition to 50% or lower.

2. Adjust MK310 and XM1211 airburst rounds so that their proximity detonation distance causes them to explode one grid before the aiming point.

Update: 5 Jun @ 6:31pm

The overall effectiveness of all fragmentation rounds has been reduced, decreasing their spread range and blunt penetration power.

Update: 30 May @ 2:03am

Fixed the issue of repeatedly reading 35x228mm NATO ammunition.

Update: 28 May @ 3:59am

1. Fixed an issue where the Sh-370 canister round (used by the 125mm 2A46) could not deal damage properly.

2. Fixed the warhead triggering sequence of tandem HEAT rounds—the tandem-warhead now correctly becomes the first to damage the target.

Update: 27 May @ 6:51pm

A customized AmmoClass (Ammunition Classification) is now provided for all 105x617mmR and 120x570mmNATO ammunition.

When right-clicking to select ammunition for loading, you can directly see the specific designation of the ammunition being loaded.

This avoids confusion with RimThunder ammunition that lacks customized labels (for example, if you carry both M829A4 and DM73, and both are classified as Sabot, you would only see "Sabot" as a loading option).

Update: 26 May @ 1:44am

Fixed the issue where localized (Chinese) text failed to display.

Update: 23 May @ 5:52pm

======0. This is a relatively important update.======

1. Added AHEAD and HEP ammunition with truly effective anti-air capabilities:

30x173mm NATO (PMC308), 35x228mm NATO (PMD062), 30x113mmB (XM1211), 30x173mm (MK310)
For game TPS considerations, I did not fully restore the number of fragments. Enemies will not carry AHEAD or HEP ammunition.

Currently, I only know that DMS's Gatekeeper (30x173mm NATO, real-life prototype is the Phalanx CIWS) can use my PMC308 and MK310 for highly effective anti-air. If you use ordinary ammunition like AP or HEI for anti-air, you might need to expend 100 rounds to intercept one 81mm shell. (There's no choice—not limiting AHEAD launchers is for gameplay considerations and to reduce management difficulty.)

If you want effective anti-air results, it's best to fire the proximity-fused high-explosive shells (the two new types I added are classified as "airburst" in-game) after enemy projectiles enter the effective range of the autocannon (about 100 tiles, but DMS's turrets extend the interception range too far). This way, you'll see the huge gap in anti-air efficiency between ordinary impact-fused ammunition and programmable-fused ammunition.

It's recommended to use Dubs Mini Map to observe your CIWS performance—the trajectories are quite intuitive.

For drop pods, I have little to say—their descent speed is too fast, leaving little reaction time. Just shoot down as many as you can.

When aiming autocannons at single-layer walls, the delayed fuses of XM1211 and MK310 will release fragments on the other side of the wall to achieve cross-wall suppression. However, they are only 30mm airburst shells, and even though I've strengthened the fragments, they still can't casually penetrate heavily armored units. ;)

2. Added new follow-through fragment warhead ammunition: 84x246mmR MT756. This oddly shaped ammunition can penetrate a single-layer wall with less than 2000 HP without destroying it. The fragment warhead explodes after passing through the wall, producing many fragments to damage enemies inside. (There's a small chance enemies might carry this ammunition.)

Its mechanism is similar to the PanzerFaust 3 "BunkerFaust" that I previously created. You can check out how it works in the reference images from my PzF3 Mod.

3. Slightly increased the Plasteel cost for crafting some FAP, FAPDS, and PELE rounds.

4. After obtaining permission from the ZU-23-2 author, I ported and integrated the 23x152mmB HE ammunition and upgraded it to HEI. This was a decision made for gameplay reasons.

5. Added a guidance function patch for DMS's 9M133 "Stugna." The missile now has true guidance capabilities. This ammunition appears in the mod: "The Dead Man's Switch - AncientCorps."

6. Fixed some recipe workload errors.

7. Updated the texture for cannon-launched incendiary rounds.

Update: 23 May @ 5:36pm

Update: 23 May @ 5:26pm

[Auto-generated text]: Update on 5/24/2025 8:25:51 AM.