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If i might suggest, maybe reduce the amount of lead and brass produced from smelting; but at the same time also reduce the required materials to craft bullet. Or maybe, as someone suggested below, make the crafting recipe in bulk (ie. 10 lead projectile and brass create 10 bullet per 1 recipe)
It's really everything you could want, and aside from the minor lag from object values (having 3000 projectile lead makes the game sad), it's both fairly in-depth and realistic, and even adds a way to level up 'reloading' in a way that makes sense. I only wish there were bulk ammo recipes, otherwise this mod really does everything.
Regarding the item count lag; maybe make the item a drainable one, similar to the gas cans, water bottles, etc.. That way only 1 instance of the item is made when crafting lead, brass, etc., instead of the 800+?
t=
I'm hoping the crafting rework coming with the next major game version gives us more options to work with than just creating more recipes, or, at least, that the recipe book/picker gets improved. No one wants 3x the amount of UI clutter when trying to craft, say, .30 cal projectiles and seeing 50 recipes, 2/3 of which are batch duplicates.
I was considering adding a recipe to squish 1000 brass/lead/mixed primer, to remove the item count lag, haven't gotten around to it yet!
The crafting speed I'm on the fence about - I could increase batch crafts to 10 projectiles, or something similar, but then you'd be left with 9x (or 7x) of some projectiles when melting them down. I don't want to add 1x and 10x (and 100x) as that is just bloating the recipe book, which is already bloated by this mod, and can cause significant lag (try hydrocraft to see what I mean). And I don't want to increase the 1x craft as that negatively affects the server/SP client, and causes inefficiency when speeding up time in SP.
How to make ammo?
/** POWDER (OVERRIDE) **/
/*************************************/
item GunPowder
{
DisplayCategory = Components,
Weight = 0.5,
Type = Drainable,
UseDelta = 0.005, /* 500 UNITS */
UseWhileEquipped= FALSE,
DisplayName = Gunpowder,
Icon = GunpowderJar,
WeightEmpty = 0.01,
WorldStaticModel= GunpowderJar,
}
Literally from arsenal. He modifies the gunpowder item and behaviour. Vanilla is not Type = Drainable, arsenal makes it behave like a battery. Please learn to read, because you're literally ignoring what I'm saying and droning on.
Yes, Arsenal modifies recipes involving Gunpowder, but they do not rework how Gunpowder works. Gunpowder works in code a lot like Batteries do. Without a major rework of Gunpowder, as an item and how it fundamentally works, this is what we're stuck with.
It would require either TIS to rework gunpowder, or for someone, like Arsenal, to do it in their mod. Ideally, it would be TIS, because if a modder does that major of an overhaul to gundpowder, it will essentially be incompatible with any other mods that use gunpowder.
Gunpowder is again a gunfighter thing, I think it's best not to consolidate it but just to craft bullets directly, it'll consume multiple at a time. It's not ideal, but it works this way due to the changes to the base game item. Not sure how he could force putting gunpowder into an existing stack, probably have to re-code his mod/the script that generates multiple items on scrapping action.
Not sure why 7.62x54r is not scrappable, I'll take a look.