RimWorld
47 valoraciones
Combat Extended Propellant
2
   
Premio
Favoritos
Favorito
Quitar
Mod, 1.5, 1.6
Tamaño
Publicado el
Actualizado el
64.989 KB
18 MAY 2022 a las 6:32 a. m.
30 JUL a las 2:32 a. m.
13 notas sobre cambios ( ver )

Suscríbete para descargar
Combat Extended Propellant

Descripción
Description
This mod makes Combat Extended industrial tech ammunition more time consuming to manufacture, and require propellant to craft.

Propellant is crafted from cloth in biofuel refinery (20 to 10), or at 50% yield at a crafting spot. Propellant refining is locked behind gunpowder tech.

Mod Settings allow adjusting steel, propellant, and other costs, as well as work needed and market value.
Traders' stock of Ammunition, Medium Ammunition and Heavy Ammunition can be scaled as well.

Additionally this mod adds volatiles category, contaning chemfuel, propellant, FSX and Prometheum.

Source
Github[github.com]
35 comentarios
Azuraal  [autor] hace 11 horas 
Updated for 1.6, enjoy.
ecliptin 29 JUL a las 12:45 p. m. 
1.6, ammo is too easy to get without it
WA2000 29 JUL a las 5:09 a. m. 
1.6pls
Azuraal  [autor] 10 NOV 2024 a las 2:00 p. m. 
@5150 Something broke while processing recipe defs, so it's "mostly" harmless. It's probably due to another mod that adds CE ammo of its own. I will add appripriate null checks.
5150 10 NOV 2024 a las 12:14 p. m. 
https://gist.github.com/HugsLibRecordKeeper/26fa1794253f90e2d65ab6d63b231490

Error in static constructor of Propellant.AmmoProcessor: System.TypeInitializationException: The type initializer for 'Propellant.AmmoProcessor' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object


I’m reporting this log just in case, though it seems like a harmless error for gameplay.
Jackledead 9 NOV 2024 a las 1:55 p. m. 
@flamangos use Resource Dictionary mod to make it do that
Azuraal  [autor] 3 NOV 2024 a las 8:49 a. m. 
I decided to play with CE some more, so I went back to this mod and rewrote the patching in C# rather than relying on XML extensions. For now it covers (almost) everything that the previous version had.

The current plan is to:
- Add an option to automatically calculate appropriate market value based on the patched ingredient count and value.
- Add an option to adjust the factors for individual ammo set types (AP, HP, AP-I etc.)
JasonGriffin 17 AGO 2024 a las 12:35 p. m. 
@Azuraal would it be possible to add in the functionality from combat extended important ammo to this mod? I love that there's a slider for costs, but not a way to make it more expensive for AP vs HP ammo. I'd like to make it more difficult for better ammo
Flamangos 15 AGO 2024 a las 10:48 a. m. 
Does this work with medieval overhauls gunpowder?
Azuraal  [autor] 7 AGO 2024 a las 6:47 a. m. 
I have not noticed that, but I generally abstained from mods that added new guns, especially multiple such mods. However, there is not much I can do about it. The patch operation doesn't try to do anything fancy, just go over every ammo recipedef and make the adjustments.

Rewriting the mod in C# rather than using XML Extensions would probably make the startup processing faster, but I no longer use CE and so lack the motivation to rewrite a mod I will not be using.