RimWorld

RimWorld

Buffs 'n Nerfs for the Generic Ammo Experience
71 Comments
turkler  [author] 30 Apr @ 12:24pm 
@AKEKHQ thank you for your feedback! you wouldn't believe how little of it I get
I won't be able to give long explanations due to the workshop comment limit but to put it briefly:
- the armor vest textures are only swapped if you have ve textures, it seemed more fitting to me but I can also revert that. it's really whatever
- composite armor is straight up busted. it competes with recon armor in terms of protection and can stop battle rifle rounds. with a hard armor system where shots either penetrate or they don't, the big armor buff more than makes up for its lesser hp. if you have access to traders, composite stuff is also cheaper to make despite being more advanced. I chose to remove them and buffed the armor values of flak jackets and armor vests a bit instead
- the leather thing, I'll take a look at.

still, thank you for your feedback! feel free to join the discord if you'd like to talk about the changes in detail
AKEKHQ 30 Apr @ 12:17pm 
i wanna give some feedback from playing with the mod soo far.
Looks like you forgot to buff plainlether when buffing various textiles (i consider cow lether to be at least as strong as human lether), I dont know why you swapped textures for CE armor soft and flak vests but it sent me for a loop i guess its just preference.
I understand why you removed composite vest and heavy composite gear, keeping more vanilla gear progression, but it would be nice to have them back (maybe locked behind their own tech)

Other than those nit picks i really like the changes. I really like ammo crafting changes, warcasket durability should be the deafult, and having shield belts that accualy do somthing fells great
Excel Spreadsheet 26 Apr @ 10:36am 
Do you think you'd ever consider making a patch for Vanilla Metals Expanded to make ammo cost lead to make instead of steel?
turkler  [author] 24 Apr @ 1:46am 
@lol no they take four mags. something might be wrong with your mod setup
lol 24 Apr @ 1:18am 
@turkler, the thing is pawns take all the ammo they can find, not just the 2 mags or any other configurable amount
turkler  [author] 24 Apr @ 1:03am 
@lol that's already a thing in base combat extended
lol 24 Apr @ 12:11am 
Hey Turkler, thank you for making these mods! Have you given a thought of implementing a loadout improvement of some kind? Like this fix (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1776175645) does: pawns implicitly carry 2 ammo mags depending on the weapon equipped.

Rationale: to ease up the loadout management in CE (mass/bulk/caliber/ammo type/...) compared to the vanilla game.(just equip one weapon).

Cheers!
Bayonet 18 Apr @ 9:25am 
thanks :steamthumbsup:
turkler  [author] 18 Apr @ 8:02am 
@Bayonet huh, turns out a pr got merged like a day after I downloaded the snapshot and I didn't notice. should be fixed now, thanks for the report!
Bayonet 18 Apr @ 7:03am 
i use last dev snap from gh, but error is still
https://imgur.com/a/y13gsFY
turkler  [author] 17 Apr @ 8:41am 
@Bayonet you're not on the dev snapshot version of ce, please read the instructions in the description
Bayonet 17 Apr @ 7:34am 
Hi, i have this issue every time when start a game

[Buffs 'n Nerfs for the Generic Ammo Experience - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="Ammo_LaserChargePack"]/statBases"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Misc changes\Laser_charge_pack_rework.xml
lunatic_TH 27 Mar @ 10:23pm 
okay :(
turkler  [author] 27 Mar @ 8:39am 
@lunatic_TH no
lunatic_TH 27 Mar @ 8:38am 
If can use middle save ? and

Is it possible to use only this mode?
turkler  [author] 25 Mar @ 8:44pm 
@BearDaMan I forgot the gas mask was from biotech, should be fixed now
BearDaMan 21 Mar @ 2:34pm 
I keep getting this error every time I start the game:
"[Buffs 'n Nerfs for the Generic Ammo Experience] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName='Apparel_GasMask']/modExtensions/li[@Class='CombatExtended.ApparelHediffExtension']) failed"
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Equipment tweaks\gas_mask_hediff_removal.xml
turkler  [author] 12 Mar @ 4:49pm 
@Mr.Cordedrex you could make a local copy of the mod and delete the changes you don't like, but you should really file a bug report so I can fix the problematic issue
Mr.Cordedrex 12 Mar @ 8:53am 
Not sure if it was asked here before, is it possible to get these balance changes without reworking the ammo ? Seems to break my heavily modded game
turkler  [author] 12 Mar @ 5:47am 
@Mr.Cordedrex yay
Mr.Cordedrex 12 Mar @ 4:36am 
Thank you so much
I was looking for something that changes how warcaskets work and the shield belt buff + shield bulk buff is also greatly appreciated.
turkler  [author] 4 Mar @ 4:32am 
@Filipino Goku yay
Filipino Goku 3 Mar @ 8:04pm 
Just posting to say that I love this mod. It has completed CE for me
turkler  [author] 15 Jan @ 1:26am 
@Farbott the generic ammo experience is that compatibility layer you're looking for. pop the mod folder and look at the amount of mod patches there are, you'd be surprised
Farbott 14 Jan @ 7:40pm 
purely for mod compatability sakes, i cant imagine every mod will play nice with generic settings unless CE is just that thorough
Farbott 14 Jan @ 7:40pm 
love the new ammo recipes, wish there was a version that worked with default ammo
turkler  [author] 14 Jan @ 7:09am 
@oVISOR such an option would be quite hard to make, could consider it if someone were to donate the code for it but no plans otherwise
the mod doesn't have any extra expanded materials integration, no
oVISOR 14 Jan @ 6:54am 
Love your mods, would you consider a mod config option to scale the amount of ammo per craft? For us hardcore people.
Also does it use Expanded Materials - Metals if enabled like I think CE used to?
turkler  [author] 4 Nov, 2024 @ 11:02am 
@Little Dave yes
Little Dave 4 Nov, 2024 @ 6:20am 
Isn't diluting FSX done at the refinery as well? It's if your tech is still medieval, you have had to get lucky with taming or trading for boomalopes, trading for chemfuel, or raids by more advanced enemies and scavenging the ammo (that's smelting IIRC)? Is that the intention?
turkler  [author] 4 Nov, 2024 @ 12:13am 
@Little Dave that's the intention yes - ammunition is now something you have to plan around. this mod also adds new ways of obtaining chemfuel, like recycling it from ammo and diluting fsx to recover chemfuel, to alleviate that problem somewhat
Little Dave 4 Nov, 2024 @ 12:01am 
One note with the propellant requirements: gunpower weapons requiring chemfuel is difficult as unless you are ranching boomalopes (and not having a mod that makes them produce an intermediate like I was as well) you have no real source of chemfuel from pre-industrial techs.

I've had runs where it's been a while until I've been able to get them so I think this can make gunpowder weapons, especially the emplaced ones, really difficult to supply.
turkler  [author] 18 Oct, 2024 @ 10:34pm 
small update today, moved the ammo item stack changes from the base mod to this addon
turkler  [author] 7 Oct, 2024 @ 11:22am 
new big update lads!
added two new recipes to salvage ammo from the common ammo types. these recipes aren't just static however, but using some code magic I was able to make it so you actually get the ingredients of the ammo you smelt. the formula is about three fourths of metals, all of propellants and half of most everything else.
turkler  [author] 1 Oct, 2024 @ 1:06am 
a pretty modest update is out
I've removed the highroller mechanic from vwe frontier and also tweaked their costs while I was at it. they no longer cost gold and plasteel to make for one, also made a reason to use the derringer by making it super cheap. it's super weak, has awful armor penetration but at least now it's just steel and 1 component
enjoy lads
wcpwnsuto 14 Sep, 2024 @ 2:39pm 
Its worth it for your mods are a life saver for me if I want to use CE
turkler  [author] 14 Sep, 2024 @ 2:32pm 
@wcpwnsuto terribly sorry for pushing out a breaking save, as I've said that shouldn't happen again any time soon
wcpwnsuto 14 Sep, 2024 @ 2:29pm 
I got the colonists to work again but the mechs are still suborn ... they have been dissembled. The new ones are more ... compliant. Thanks for the advice!!
turkler  [author] 14 Sep, 2024 @ 1:47pm 
@wcpwnsuto ok try making a save, nuking all your loadouts, saving again and loading the last save - I have a feeling
if that doesn't work, hit me up on discord and I'll try to sort things out
wcpwnsuto 14 Sep, 2024 @ 1:34pm 
Yeah I had the ammo as loadouts for both CE and the special loadouts for DMS. I can still force my colonists to hual but they wont do it on their own anymore, same with the DMS mechs.
turkler  [author] 14 Sep, 2024 @ 1:29pm 
@wcpwnsuto I don't see why it would - can you just save the game to a new slot and load that, see if that works?
did you happen to have any intermediate pistol ammo in your loadouts before?
wcpwnsuto 14 Sep, 2024 @ 12:09pm 
Could the update be causing all my people to stop hauling?


Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.InvalidOperationException: Failed to find parent index in FishTable<Verse.Pawn, System.Int32> for key: 'System.Object', hashCode: '32', value: '0', count: '4', bucket array length: '16', total tailing entries count: '2', known chain of tails:
{ index: '12' key: 'System.Object', hashCode: '32', value: '0 (empty) }


Invalid count: 0, setting to 1. Job was HaulToInventory (Job_16270580) A = Thing_Steel1373532 B = (214, 0, 348) Giver = JobGiver_Work [workGiverDef: HaulToInventory]
wcpwnsuto 14 Sep, 2024 @ 10:34am 
Glad for the removal of weaker pistol ammo. Its already hard to find uses for a handgun in the game outside of it being the only thing you have. Might mess up some sub-machine guns though
turkler  [author] 14 Sep, 2024 @ 8:08am 
small update with integration for CE: Armor-Piercing Special is out
turkler  [author] 14 Sep, 2024 @ 4:15am 
@CrusadingIdiot no worries, I'm glad to hear you're enjoying the generic ammo experience :3
CrusadingIdiot 14 Sep, 2024 @ 4:00am 
THANK YOU SO MUCH FIR THESE TWO MODS. I love CE, it makes combat way more consistent and fun, but the ammo system is a pain in the rear end. I tried generic ammo (without these,) and while yes, it was an improvement, I still resorted to not use ammo at all. With these, I will use it in the future. Again, thank you so much for these.
turkler  [author] 13 Sep, 2024 @ 5:40am 
another small update - psycho is now made with 8 psychoid leaves and 1 herbal medicine instead of 16 psychoid leaves, mostly to make it somewhat more affordable
wcpwnsuto 12 Sep, 2024 @ 6:36pm 
I might actually use them now early game ...
turkler  [author] 12 Sep, 2024 @ 1:18pm 
small update - removed the massive debuffs applied by gas masks
wcpwnsuto 10 Sep, 2024 @ 8:50am 
incendiary launchers can use firefoam ... thats god tier ...