RimWorld
Simple Ammunition Remastered
83 comentarii
Jet 13 iul. la 5:20 
is this ever coming back?
macintosh1257 10 apr. la 19:09 
Update?
Jet 4 aug. 2023 la 14:55 
yo
Smiley Face Killer 19 mart. 2023 la 16:37 
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 la 14:50 
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 la 21:30 
@bblkepling Thank you!
bblkepling  [autor] 19 nov. 2022 la 21:00 
@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 la 13:31 
@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 la 19:52 
honestly cant decide between this mod or limetreesnake's ammunition mod. Tough choice
snuggly-ghost 2 nov. 2022 la 18:53 
hope it goes well, this mod look great
bblkepling  [autor] 2 nov. 2022 la 18:03 
@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 la 16:25 
or would grenades be cheaper to make since they are single use ?
snuggly-ghost 2 nov. 2022 la 16:24 
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  [autor] 24 oct. 2022 la 17:26 
@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 la 16:26 
Can you update this mod, plisss
Jet 24 oct. 2022 la 15:55 
mvce?
Lucky 24 oct. 2022 la 15:48 
That is excellent news, thank you for the update!
brokolilikek  [autor] 24 oct. 2022 la 15:39 
They're being considered of course
Lucky 24 oct. 2022 la 15:38 
Yay! Although will that cause problems with VEW grenades, will it be a one or the other or is it kept in mind?
brokolilikek  [autor] 24 oct. 2022 la 15:04 
@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 la 16:57 
I feel like this mod and seeds please are a must have.
SunnyPlayGames 28 sept. 2022 la 22:29 
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  [autor] 30 iul. 2022 la 22:40 
@Schalkan: nope, never had one
Schalkan 30 iul. 2022 la 3:18 
was there not a ammo bag in this mod so my pawns can carry a bit more ammo with them?
Grack 19 iun. 2022 la 5:01 
error:
An error (standing) will occur if you hunt without access to the bullets.
brokolilikek  [autor] 8 iun. 2022 la 10:26 
@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 iun. 2022 la 9:50 
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 mai 2022 la 1:51 
@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 mai 2022 la 1:05 
reload sound not working
Elth 29 apr. 2022 la 15:44 
AVP ever going to get an ammunition mod?
Jet 12 apr. 2022 la 1:55 
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  [autor] 3 apr. 2022 la 6:47 
@[❖] 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 la 0:38 
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 la 0:28 
all i want now is just to go back to the way it was before :(
Nanz 2 apr. 2022 la 18:58 
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  [autor] 1 apr. 2022 la 8:50 
@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 mart. 2022 la 15:59 
@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  [autor] 31 mart. 2022 la 15:24 
@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 mart. 2022 la 13:11 
@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 mart. 2022 la 3:49 
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  [autor] 12 mart. 2022 la 2:33 
@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 mart. 2022 la 1:05 
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 mart. 2022 la 10:17 
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 mart. 2022 la 0:34 
It's ok, I fixed it myself.
brokolilikek  [autor] 2 mart. 2022 la 23:51 
@#6: It is intended.
#6 2 mart. 2022 la 19:30 
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 ian. 2022 la 13:48 
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 ian. 2022 la 19:28 
combine this with no ranged weapon cooldown and fights are fucking cool as shit.
Epic Store Exclusive 7 ian. 2022 la 18:52 
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 ian. 2022 la 9:19 
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