RimWorld

RimWorld

The Generic Ammo Experience for Combat Extended
400 Comments
Boleta 1 hour ago 
eragguh gehgioheg where is 1.6 erGUGH WHERE IS IT. I NEED 1.6 WHERE IS IT ARUGH RUGH ROOOOOOOO
eragguh gehgioheg where is 1.6 erGUGH WHERE IS IT. I NEED 1.6 WHERE IS IT ARUGH RUGH ROOOOOOOO
sminkus 30 Jun @ 1:13am 
thank you and understandable, much appreciated!
turkler  [author] 30 Jun @ 1:12am 
@sminkus honestly I don't want to touch this mod until 1.6 ce becomes stable. I'll do that once it is, though
sminkus 30 Jun @ 1:05am 
been using it for a long time now and while i love it, little sad i cant use a lot of the stuff from "authentic gun styles" since this mod seems to patch out the akm in favor of the service rifle. was wondering if there couldd mayyybe be a patch to assign the textures/ styles to service rifle?
turkler  [author] 27 Jun @ 1:50pm 
@RiceWizard you are wrong, you should look up how generic ammo works
RiceWizard 27 Jun @ 1:42pm 
Looking at the damage stats, am I correct in understanding that if two guns use the same cartridge type, they'll do the exact same damage? Or is there a hidden modifier I'm missing. It makes some guns seem kinda unnecessary if so.
Asep_Hejo 17 Jun @ 8:56am 
got it, thanks!
turkler  [author] 17 Jun @ 8:54am 
@Asep_Hejo most of those guns are bloat whose functions you can find elsewhere. you can make a local copy without those changes if you want
Asep_Hejo 17 Jun @ 8:53am 
any alternatives for those guns or a version which doesnt remove them? I tried to delete the codes which removes them and they work just fine
turkler  [author] 17 Jun @ 8:48am 
@Asep_Hejo as intended, yes, as part of generic integrations
Asep_Hejo 17 Jun @ 8:44am 
or does it work as intended? lots of guns def are removed in patch xml
Asep_Hejo 17 Jun @ 8:38am 
i found a bug : this mod prevent any content from combat extended armory to show up in game but it doesnt throw any error
turkler  [author] 4 Jun @ 11:47pm 
@Trashiest Possum hello, should be fine now. the generic ammo experience will now enable generic ammo by itself
Trashiest Possum 4 Jun @ 11:11pm 
Yeah thats totally fine, Like I said I'm just glad I wasn't being a complete idiot and missing something
turkler  [author] 4 Jun @ 11:04pm 
@Trashiest Possum if you don't mind waiting an hour or two, I'll have the experience automatically turn on generic ammo
Trashiest Possum 4 Jun @ 10:59pm 
ok ignore that update, good to know I wasn't going insane lol, strange they removed it
Trashiest Possum 4 Jun @ 10:56pm 
Small update: i have launched the game with just combat extended, harmony, and generic ammo, and the mod settings still don't show the generic ammo setting, I am completely baffled
turkler  [author] 4 Jun @ 10:56pm 
@Trashiest Possum holy shit, you're right. I just updated to the latest dev snapshot to make sure and the generic ammo setting isn't there
Trashiest Possum 4 Jun @ 10:50pm 
I'll have to fiddle with things, it's not showing up for me and its absolutely confusing me, unless combat extended has another mod settings page I'm not finding
turkler  [author] 4 Jun @ 10:46pm 
@Trashiest Possum no it's there, you actually made me check.
Trashiest Possum 4 Jun @ 10:23pm 
Would another mod prevent the setting from showing up? Sorry but I have no idea why the option isn't showing up in the mod settings for Combat Extended
turkler  [author] 4 Jun @ 9:14pm 
@Trashiest Possum it's there, in combat extended's settings
Trashiest Possum 4 Jun @ 8:57pm 
Ok I feel very stupid, where do I find the option to enable generic ammo for combat expanded? can't find it in the normal mod settings
John Oakman 28 May @ 3:14pm 
Thanks :)
turkler  [author] 28 May @ 3:10pm 
@John Oakman will do sometime
John Oakman 28 May @ 3:01pm 
Hey, great mod, could you add the turrets from dead man switch to the recognized turrets of the autoloaders? They don't work together atm?
turkler  [author] 19 May @ 4:20am 
@knojkah you're not the first person to ask me to split a feature from the generic ammo experience and my answer is the same every time
knojkah 18 May @ 8:09pm 
Not even using this but gestated/revived mechs spawning with no ammo getting its own mod could be useful, was surprised to find out it was not at least an option in CE, playing with more important ammo mod and no loot from raiders makes this noticeable, guess this is more of a niche thing though ¯\_(ツ)_/¯
Head 18 May @ 8:03pm 
Excellent mod. I hate having to micro manage dozens of ammunition types
Deankiller Turnupseed 16 May @ 12:04pm 
@turkler i think i kinda found out myself, i ditched cege and will use og ce and your mod
turkler  [author] 16 May @ 12:09am 
@Deankiller Turnupseed no, there are many reasons for not doing so. too many to list here, hit me up on discord if you'd like a long winded explanation (a rant) on why
Deankiller Turnupseed 15 May @ 10:36pm 
@turkler yea a lot of patch operations fail + other shit. will you switch to cege someday if you're bored by chance?
turkler  [author] 15 May @ 10:13pm 
@Deankiller Turnupseed maybe, maybe not. probably not, there's not a lot of mods out there that make as many extensive changes as the generic ammo experience. however, as I've said, the mod does break parity with the current active ce fork so if something did break you'd have to make a special fix for cege.
Deankiller Turnupseed 15 May @ 10:11pm 
@turkler, sad. do you know if that could cause errors with other ce related mods too?
turkler  [author] 15 May @ 10:07pm 
@Deankiller Turnupseed nope
for context, cege breaks parity with the current active fork of combat extended, and a good chunk of those changes seem to be undocumented. this mod has a lot of precise patches that will fail with the gameplay edition fork
Deankiller Turnupseed 15 May @ 9:55pm 
does this work with ce gameplay edition? getting a huge chunk of errors
turkler  [author] 11 May @ 9:20pm 
@Bongwater yeah probably
Bongwater 11 May @ 12:56pm 
would this work with Grimworld?
turkler  [author] 10 May @ 4:49pm 
@Venum it's the mounted machine gun
Venum 10 May @ 9:37am 
Hi, do you know what the generic name for the KPV is? I want to try the CIWS system.
turkler  [author] 10 May @ 2:39am 
@Marcus Aurelius Antoninus no, it's not a conflict. crossbows are intended to use generic arrows with generic ammo
Asep_Hejo 10 May @ 2:36am 
not using bolt? Maybe it's conflict with the listed mods i said below?
turkler  [author] 10 May @ 1:58am 
@Marcus Aurelius Antoninus should be fixed now. fyi, all crossbows are meant to use generic arrows
Asep_Hejo 7 May @ 8:27am 
tested with MO, VFE Medieval 2, Divine Order, big and small race, dragon descent which add crossbow to the game
Asep_Hejo 7 May @ 8:25am 
I want to report the mod preventing ammo crossbow bolt from appearing on storage list. I deleted

<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[@Name="AmmoCrossbowBoltBase"]/thingCategories</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingCategoryDef[defName="AmmoCrossbowBolts"]</xpath>

from ammo_category_fix.xml and it fix the error. Idk if it gonna break something in the future
archlva 30 Apr @ 12:30pm 
mb. I didn't know it has to be done on the discord server.
turkler  [author] 30 Apr @ 2:07am 
@Prqnk3r no support will be provided as you have not followed the troubleshooting steps required to post a bug report
archlva 30 Apr @ 12:30am 
https://gist.github.com/HugsLibRecordKeeper/6d874d738ec98b7ad00365a37383d944

I have some xml patch operations fail that aren't impacting anything, but thought I'd share.

"The Generic Ammo Experience for Combat Extended - Start of stack trace]"
S U P E R H Y P E 25 Apr @ 12:02pm 
Yo, can load the rocket launcher now, very nice! Thanks a bunch :3

I can't however load the Dragoon-use XM274 Rapier with anything. It also doesn't show ammo information in it's stat screen. The other dragoon gun from the mod I linked works though.