RimWorld

RimWorld

[LTS]Ammunition - Advanced Ammo Pack
170 Comments
Witchslayer 22 Jul @ 6:39am 
1.6?
m15050305712 21 Jul @ 8:22pm 
1.6?
rafaeloo 16 Jul @ 2:42am 
1,6?
P4nther4 15 Jul @ 2:25pm 
Would be awesome <3
Dealer Mangan 15 Jul @ 3:26am 
Will this receive an update?
condottiere 27 Jun @ 11:28pm 
@Moistbadger 2 years ago (so really this is for the benefit of posterity) about ammo damage versus weapon masterwork/legendary quality overrides.

Just tested a legendary 9mm weapon on a target. A dozen shots all did around 14 damage. Base 9mm FMJ bullet damage expected is 12. Legendary weapon lists damage as 18. Target creature description stated an 80% damage reduction, which is in line with 80% of 18 damage.

Looks like weapon quality damage modifier applies to mod ammo, not overridden by mod ammo damage.

Goes to show it's more helpful (and more fun) to actually play the game than to theorycraft imaginary problems.
condottiere 26 Jun @ 7:32pm 
Hi LTS, it looks like you've labeled the rifle round for hunting/marksman rifles and support weapons / MGs as 7.62x39 when it should be 7.62x54.

The 7.62x39 round is used in e.g. the AK, and in most games is considered analogous to the 5.56x45 round in game terms and weapon roles. These are the 10-11 damage bullets for assault/service rifles in RW/VWE. It's jarring to see 5.56x45 rounds used for pseudo-AK service rifles in RW, but that's just a superficial label; stats and behavior are as expected. :D

The 7.62x54 round is more powerful, and usually associated with the bolt action rifle / machine gun bullet in RW.

Just FYI! No negative gameplay effects from this mislabeling, no actual fixes required.
lol 7 May @ 11:10pm 
@thatguywho
it doesnt since Yayo has it's own ammo (see settings)
ThatGuyTho21 29 Apr @ 10:45pm 
Does anyone know if this Mod works With Yayo combat 3, love the ammo system here!
gazza_m_bolton 1 Mar @ 10:22am 
I'm curious is it possible for compatibility with medieval overhaul to use gunpowder in production of ammo?
Red Dwarf 3 Dec, 2024 @ 12:00am 
It appears that loading kits is considered Hauling, which means pawns who refuse to do Hauling also refuse to load their kits and thus cannot shoot anything. Is this intended behavior?
Lulu 1 Dec, 2024 @ 6:29am 
I look at it this way - unless you're hitting someone with the gun, it's the bullet that does the damage.
Quality would more affect how often the gun jams, how many rounds you can put through it before something breaks internally, and so on.
A chromed barrel won't make your bullets hit harder, but it will collect less residue over time; meaning it can go longer between cleanings versus a shoddily made steel barrel.
[LTS] Maintenance iirc adds jam chance based on quality/damage so there is that.
MoistBadger 26 Oct, 2024 @ 2:59pm 
Since the mod overrides the damage, not modified by the ammo, the weapon's damage doesn't matter, which means a better quality gun doesn't have the damage bonus, right? Honestly, not a big fan of that as someone who really likes paying attention to things like item quality etc. Simple ammo pack still better than no ammo mod, but I would love if here ammo would be just a damage and pen multiplication factor.
aikixd 14 Sep, 2024 @ 3:06am 
There descriptions for 9 and 12mm rods contains wrong stats.
alekiodude 27 Jun, 2024 @ 7:29pm 
that was it appreciate it
Jet 27 Jun, 2024 @ 2:37pm 
a job that you set priority for. check the menu at the bottom same place as wildlife, schedule, assign etc
alekiodude 27 Jun, 2024 @ 5:58am 
what is task iirc?
LimeTreeSnake  [author] 26 Jun, 2024 @ 1:13pm 
The ammunition workbench use task iirc.
alekiodude 25 Jun, 2024 @ 2:50pm 
my pawns cant make ammo the option is greyed out and says "pawn not assigned to" and the pawn is assigned to all crafting jobs with min skill requirement
LimeTreeSnake  [author] 12 Jun, 2024 @ 3:51am 
You toggled task work type?
Kaptain Z 12 Jun, 2024 @ 12:55am 
any ideas why my pawns aren't picking up ammo?? also yes they have a kit and the right ammo selected with plenty in storage, and checked mod settings.
LimeTreeSnake  [author] 3 Jun, 2024 @ 11:37am 
Gigabyte, ofc you may, it's a framework meant to be compatible overall and should be really easy to do if you just add a "May require" tag or something alike. Sorry for late response.
Cakes 30 May, 2024 @ 11:57pm 
is this compatible with yayo combat / gunplay?
Shepherd_KORP 27 May, 2024 @ 3:49pm 
War caskets can't carry ammo
GigaByteWide 20 May, 2024 @ 8:02pm 
I've taken a break from modding or playing Rimworld, so now that I am back at it. I am filled with vast amounts of ideas.
GigaByteWide 20 May, 2024 @ 8:01pm 
People on discord said it's best to ask first, before trying to make compatibility mods.

Curious if I can get permission to make my weapon bundles compatible with your LTS ammo mods? I have an estimate of like 300+ weapon sprites total inside all my mod bundles, I'm currently in slow progress on re-writing all of it from scratch for the V1.5+ build.

A few years ago I attempted at creating a armoured grenade compartments hidden inside a ribcage or prosthetic parts. 17 & .22 Caliber finger guns, shotgun palms, Smoke grenade compartments on the calves, shoulder mounted Gauss rifles, (etc) but I had to remove all those from my mods after the latest changes made on V1.4 & V1.5 builds.

I've tried making mods for Combat Extended, there were way too many errors occurring that I just scrapped that whole entire project last year. That CE framework felt nearly impossible to develop content for it.
gazza_m_bolton 19 May, 2024 @ 11:56pm 
I do like the magazine idea but I don't know if it would over complicate the mod itself in the background such as shots per magazine etc. I'm just curious how it would work. Would it be as an inventory option so you could say how many magazines the colonists will carry as part of the drug menu or a new separate option in the assignment tab? Or would it be included in the kits?
lol 18 May, 2024 @ 9:36pm 
Oh, and the magazines idea is fantastic!
lol 18 May, 2024 @ 9:32pm 
This works great. Maybe an option to hide unused ammo without resorting to Cherry Picker? Thank you for modding!
LimeTreeSnake  [author] 13 May, 2024 @ 12:20am 
That is not a bad idea @Smiley, is a way to kinda circumvent some issues with kits actually... gave me some inspiration. Shall see if I can come up with something for the future.
LimeTreeSnake  [author] 13 May, 2024 @ 12:17am 
@Kyrox, thanks shall see if I can figure things out for these!
Smiley Face Killer 9 May, 2024 @ 10:48pm 
It'd be so cool, imo of course, if there was a way to do magazines. Like a "simple" chain so you'd craft bullets, craft a magazine out of like 30 x 5.56 rounds and like 2~ steel and you'd get 1 x Rifle magazine, then the gun uses the rifle magazine instead of just loose rounds in your pocket.
Kyrox 7 May, 2024 @ 11:06pm 
@LimeTreeSnake
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849231601

This adds a few underbarrel weapons that could use your launcher ammunition.
LimeTreeSnake  [author] 7 May, 2024 @ 4:50am 
@Zyrah, task worktype toggled?
LimeTreeSnake  [author] 7 May, 2024 @ 4:50am 
Basically currently only my military mod, have not seen many other mods adding these but if you do find any. Do tell, would be great to add more weapons for those.
gazza_m_bolton 5 May, 2024 @ 9:27am 
Just a quick question what Mod is there currently which has launchers designed to use the 84x245R RCL [HE, SMK, ASM, EMP]?
Shepherd_KORP 29 Apr, 2024 @ 4:04pm 
Warcaskets have no ammo stowage VEF Pirates
ZyrahRavenSteel 28 Apr, 2024 @ 11:09am 
My colonists wont pick up ammo automatically or reload their guns, even when i have the ammo made and available. They all have Kits.
-ᴍᴀᴄʜᴛ 28 Apr, 2024 @ 8:40am 
If there isn't one, how what do I edit in the file so I can set the simple explosive ammo to carry only 12 per kit slot?
-ᴍᴀᴄʜᴛ 28 Apr, 2024 @ 8:33am 
Do you have any recommendation for ammo specific to grenades and their launchers? e.g. emp granades, and emp shells for launchers, smoke grenades, smoke shells for launcher. I tried the 'Just another ammo pack' but he bundled every variant in one ammo type.
MichalPl111 28 Apr, 2024 @ 6:33am 
is it VE compatible?
LimeTreeSnake  [author] 24 Apr, 2024 @ 6:04am 
- Added Def defaults for auto assignment.
- Changed LTS Military railgun ammo default assignment. Rifle and LMG version uses 6mm projectiles now. Update your settings in case you use these weapons.
LimeTreeSnake  [author] 11 Apr, 2024 @ 9:26am 
The issue with penetration is no longer an issue, the calculations should be done properly for AP bullets. At least for 1.5
LimeTreeSnake  [author] 29 Mar, 2024 @ 9:50am 
Huge update, read changelog above in "change notes."

Thanks Veritas and many other commenters for your input and valuable insights.
Canada 27 Mar, 2024 @ 8:29am 
is it simple to edit values in the mod files?
LimeTreeSnake  [author] 26 Mar, 2024 @ 4:48am 
Well, yeah if you just look at them xml files, you should be able to see how easy it is to add :D
huanghuihexin 26 Mar, 2024 @ 1:18am 
Is there a way to add new ammo types? for mods with weapons from world war 2, specifically from [K4G] RimWorld War 2.
LimeTreeSnake  [author] 15 Feb, 2024 @ 1:20am 
Well both Simple and advanced works with modded weapons but this one is automagically assigned to all weapons depending on tier.

You need the Framework as well as that contains the base code.
xTRACKERx 11 Feb, 2024 @ 1:35am 
this is the mod i need if i use a weapon mod right ?
saintbrutal 9 Feb, 2024 @ 11:31am 
Is there a way to add new ammo types? for mods with weapons from world war 2, specifically from [K4G] RimWorld War 2.