RimWorld

RimWorld

Simple Ammunition Remastered
83 Comments
Jet 13 Jul @ 5:20am 
is this ever coming back?
macintosh1257 10 Apr @ 7:09pm 
Update?
Jet 4 Aug, 2023 @ 2:55pm 
yo
Smiley Face Killer 19 Mar, 2023 @ 4:37pm 
When this does get a 1.4 update, will it be sort of like limetreesnakes framework, where you can go in and edit each weapon individually to choose what ammo type it uses? It'd be nice if that was a thing, I'm having issues with his mod sadly so I need to switch out. Not sure if it's possible or not but the same idea but with magazine size would also be a nice touch. So that way players can choose if they want their revolvers to be a trusty six shooter or some how hold 32 rounds
Odinight 3 Dec, 2022 @ 2:50pm 
i got my hunter coming back home all the time to recharge the 1 ammo he shoots... even if he has 29 ammo left with him... any way to fix it? help please, this mod it's one of my must have. :dcshocked:
Dorsai! 19 Nov, 2022 @ 9:30pm 
@bblkepling Thank you!
bblkepling  [author] 19 Nov, 2022 @ 9:00pm 
@Dorsai! 1.4 documentation still needs to be written, but for now Legodude has Reloadable Rockets and Heavy Weapon Reloading Patch updated to 1.4 to serve as examples. I also have a couple of test mods posted to our Discord including Single Use Grenades, feel free to stop by and ask questions.
Dorsai! 18 Nov, 2022 @ 1:31pm 
@bblkepling Hi, I've tried to make my own ammo-mod taking yours as an example for how to use the API back on 1.3 and when 1.4 came out Vanilla Frameworks threw me a curveball because now it's all deprecated. Are you aware of any documentation on how to use the new API? I can't find anything on their Github wiki, just some very generic info about the multi verb combat framework, but nothing on ammo (and/or single use grenades).
Jet 2 Nov, 2022 @ 7:52pm 
honestly cant decide between this mod or limetreesnake's ammunition mod. Tough choice
snuggly-ghost 2 Nov, 2022 @ 6:53pm 
hope it goes well, this mod look great
bblkepling  [author] 2 Nov, 2022 @ 6:03pm 
@snuggly-ghost Yeah, single use grenades will be cheaper, and we can easily use them as ammo in launchers. We're hoping everything goes smoothly so we can get 1.4 up and running, just working out the last few details.
snuggly-ghost 2 Nov, 2022 @ 4:25pm 
or would grenades be cheaper to make since they are single use ?
snuggly-ghost 2 Nov, 2022 @ 4:24pm 
will or could launcher weapons be reloaded with their corresponding grenades ? feel like grenades might be ignored if the launcher can fire the same thing for way cheaper and farther
bblkepling  [author] 24 Oct, 2022 @ 5:26pm 
@Lucky VWE Grenades all ready has support ready to go

@Jet Multi Verb Combat Framework, part of the Vanilla Expanded Framework

@Guaxiniim Please have patience, we are working on it
Guaxiniim 24 Oct, 2022 @ 4:26pm 
Can you update this mod, plisss
Jet 24 Oct, 2022 @ 3:55pm 
mvce?
Lucky 24 Oct, 2022 @ 3:48pm 
That is excellent news, thank you for the update!
brokolilikek  [author] 24 Oct, 2022 @ 3:39pm 
They're being considered of course
Lucky 24 Oct, 2022 @ 3:38pm 
Yay! Although will that cause problems with VEW grenades, will it be a one or the other or is it kept in mind?
brokolilikek  [author] 24 Oct, 2022 @ 3:04pm 
@Lucky I feel exactly the same! As you might or might not know, MVCF and the framework part that makes weapons reloadable, are completely overhauled. We're working on both keeping up with the code changes and adding some exciting new reloading-related features such as single use grenades, and ask for your patiance while we do so!
Lucky 23 Oct, 2022 @ 4:57pm 
I feel like this mod and seeds please are a must have.
SunnyPlayGames 28 Sep, 2022 @ 10:29pm 
i may have a problem, my pawns dont shoot even fully loaded, i tested it with each bullet count and they drop, means they actually shoot but no projectal is coming out
brokolilikek  [author] 30 Jul, 2022 @ 10:40pm 
@Schalkan: nope, never had one
Schalkan 30 Jul, 2022 @ 3:18am 
was there not a ammo bag in this mod so my pawns can carry a bit more ammo with them?
Grack 19 Jun, 2022 @ 5:01am 
error:
An error (standing) will occur if you hunt without access to the bullets.
brokolilikek  [author] 8 Jun, 2022 @ 10:26am 
@Dakon: Pre-industrial and ultratech ammunition only do appear if you have a suitable weapon loaded in defs. Vanilla does not. Some mods do.

And yes, revamp is still on the table, but it strictly ties to the next gen of MVCF, which gives this mod all of its functions, and is not developed by me, but legodude. And he's veeeery busy with other stuff at the moment. Something you'll like much more than some back-end shit ammunition mod changes definitely xd.
Dakon 8 Jun, 2022 @ 9:50am 
I saw that in the comments you mentioned a big revamp of the mod.
I hope it is still in development?

Another thing, in the description it lists 5 times of ammunition, but in-game there are only 3.
Thundercraft 7 May, 2022 @ 1:51am 
@Jet Quote, "trying to decide between this and limetreesnakes ammo mod."

[LTS]Ammunition and the sub-mod [LTS]Ammo are limetreesnakes ammo mods.

The 1st mod is a framework for ammo that does not add ammo. AFAIK, it just sets pawns up with 3 interactive "slots" on pawns for 3 different sizes of ammo. That's it.

Q: Is there a known conflict between the 2 that someone has tested? Is there a reason why they both can't play nice?

OTOH: A recent comment in [LTS]Ammunition reports a hard conflict with Yayo's Combat 3 . If that's legit, then this makes [LTS]Ammunition a hard pass for me as it's a must-have (when not using Combat Extended, that is).

Last I heard, this mod is OK alongside Yayo's Combat.
Guardian :D 7 May, 2022 @ 1:05am 
reload sound not working
Elth 29 Apr, 2022 @ 3:44pm 
AVP ever going to get an ammunition mod?
Jet 12 Apr, 2022 @ 1:55am 
trying to decide between this and limetreesnakes ammo mod. does this one have kits to carry ammo with or is that the same as the extended mags it offers? Are there any other major differences?
brokolilikek  [author] 3 Apr, 2022 @ 6:47am 
@[❖] Vampboy37: Almost no mods add extra measures to prevent incompatibilities when their mod is removed from a save. You should never remove mods mid-save too, and add only with a backup save. It's the golden rule of playing with many mods, and there's nothing I can do to prevent such occasions.
Nanz 3 Apr, 2022 @ 12:38am 
its become a case now i need this mod to even play the game with guns otherwise no gun can fire past a full mag
Nanz 3 Apr, 2022 @ 12:28am 
all i want now is just to go back to the way it was before :(
Nanz 2 Apr, 2022 @ 6:58pm 
um am i missing something i tried removing the mod from my save it still requires ammo of "nothing" even tried a new save without the mod and it still says the same thing
brokolilikek  [author] 1 Apr, 2022 @ 8:50am 
@Franken Stein: Of course not, this will stay as simple as possible :) most of the work is related to MVCF 2.0 changes, where a relocaiton of reloading XML should be required for all weapons; as well as some raider AI behaviour if we could crack it, like raiders picking up their dead comrades' ammunition near their corpses, or weapons that still has some ammo nearby. With increasing mod coverage of course.
Franken Stein 31 Mar, 2022 @ 3:59pm 
@brokolilikek: Thats more like it! :)

You mentioned a big revamp and I hope you will keep this easy and simple style and not gonna turn this mod into a Combat Extended style way too over complicated mod.. :)
Keep it simple as it is now pls! :)
brokolilikek  [author] 31 Mar, 2022 @ 3:24pm 
@Franken Stein: I recommend using an inventory mod to carry them, like awesome inventory (my recommendation), compositable loadouts or pick up and haul.
Franken Stein 31 Mar, 2022 @ 1:11pm 
@brokolilikek: I really like your mod it simple and easy.
Only one little thing... fully loaded weapon and cant carry more ammo with the pawn to reload form? :( Or am I missing something? It is annoying to pawn have to get back to ammo stack to reload. :( But I'm guessing I'm missing something badly. :D

Can you make a belt somekind of an ammo bag / belt to carry a few extra ammo for the pawn? :)
David 12 Mar, 2022 @ 3:49am 
I don't know how to debloat a mod. I tried every inventory mod I found and "pick up and haul". Pick up and haul has a "pick up" command but it's a one off : you have to replenish manually when the pawn runs out of spare clips. Awesome inventory is too intrusive for my tastes and it doesn't blend in with Vanilla imho. Compositable loadout is okay-ish and I decided to give it a go. However, it adds a load of screens which I'm not fond of and there's a risk an update make your mods incompatible. As a result, I was tempted to go for a bigger mod with ammunition and spare ammo embedded (like CE and yayo). In the end I bet on my short attention span to try your mod.

Great mod, by the way, thanks for your efforts.
brokolilikek  [author] 12 Mar, 2022 @ 2:33am 
@David: There's no need to take coal to Newcastle; there are pretty functional mods that you can "de-bloat" and use it as you wish. Even Pick Up and Haul lets you manually carry items iirc.

About the ammunition recipe, crafting spot felt more universal since tribals and classical factions also use arrows, but I'll think about it. Most crafting spot recipes have workbench clones to make them faster too in vanilla, thanks for the idea.

The mod's gonna get a big revamp soon though, it'll probably have to wait that.
David 12 Mar, 2022 @ 1:05am 
I'm using it in my new save with compositable loadout. I think it would be nice to have the "make primitive ammunition" recipe to the electric and fueled smithy.
David 10 Mar, 2022 @ 10:17am 
I think it would be awesome if you made pawns with guns try to carry a couple clips in their inventories at all time. Because right now, it's not really usable by itself as I have to add another feature bloated inventory manager mod to make it work. And it's kind of a shame that your excellent work relies on another big mod to be usable. Just my two rubles.
#6 3 Mar, 2022 @ 12:34am 
It's ok, I fixed it myself.
brokolilikek  [author] 2 Mar, 2022 @ 11:51pm 
@#6: It is intended.
#6 2 Mar, 2022 @ 7:30pm 
There is a tiny problem with the Vanilla Weapons Expanded patch, the Compound Bow is trying to use industrial ammo when it should be using primitive ammo, it's a bow after all.
Freltzo 24 Jan, 2022 @ 1:48pm 
What would be the benefits of this mod over say Yayos combat ammo system? Yayo works natively with all weapons, including modded, out of the box without patches. (excluding some edge cases with weird functionality weapons with absurd use cases)
SalmonToastie 12 Jan, 2022 @ 7:28pm 
combine this with no ranged weapon cooldown and fights are fucking cool as shit.
Epic Store Exclusive 7 Jan, 2022 @ 6:52pm 
Also my pawns don't seem to be automatically going to the pile to reload, I have to manually tell them to pick it up, which makes things annoying for my hunters as they will simply stop hunting when they run out and do other things
Epic Store Exclusive 7 Jan, 2022 @ 9:19am 
Dumb question, but I have a pawn with ammo in his inventory, but he refuses to actually reload

How can I force him to? I am surprised there's no gizmo for it