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The Generic Ammo Experience for Combat Extended
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Mod, 1.5
File Size
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11.143 MB
7 Jul, 2024 @ 4:56pm
3 Jul @ 6:10am
360 Change Notes ( view )

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The Generic Ammo Experience for Combat Extended

In 1 collection by turkler
The Generic Ammo Experience
12 items
Description
[discord.gg]

This mod aims to deliver a cohesive experience built around generic ammo.

I personally love Combat Extended but managing the various calibers that get passed around, especially with a lot of mods adding weapons, is such a pointless chore. The generic ammo option exists to alleviate this but it has many, many flaws. This mod not only aims to address those flaws and deliver a solid experience built around generic ammo.

A brief list of features

- Multiple ammo types have been made generic!
While base Combat Extended itself has a few generic ammo calibers, many ammo types lack generic counterparts. Railgun sabots, fuel cells, rocket grenades, etc. now all have generic variants!

- ...and weapons have been made generic, too!
As you can probably guess by the mod's name, I'm not a big fan of real weapon names. With this mod, weapons from mods like Combat Extended Guns will have more generic names to fit the theme.

- Extensive mod support!
The Generic Ammo Experience supports a lot of mods - from big packs like the Vanilla Expanded series to small weapon mods like Rimsenal - and comes with many patched built-in for extensive compatibility. Many mod content overlaps of all kinds are resolved - weapons, structures, emplacements, everything. You won't find any odd duplicates!

For a list of all mods with included compatibility patches, look at the pinned post in the discussions tab.

- Many new textures!
The low-resolution, out-of-style textures of many items from Combat Extended - be it the tribal backpack from the main mod or the large backpack from the armors addon - are replaced with cleaner textures that fit perfectly alongside vanilla.
Ammo textures have received special attention. Many calibers previously lacked unique sprites, with some generic cartridges - like the trio of magnum rifle rounds, anti-material rounds and autocannon shells - sharing the same sprite. The experience implements many new textures, both retexturing existing ammo items but also adding new unique textures to calibers that previously lacked them.

- A small variety of new content!
Research projects for items that previously lacked them, new autoturrets and autoloaders to take advantage of Combat Extended mechanics are included as I feel like they're missing from base Combat Extended. I try to keep any new major content additions to a minimum to avoid bloat.

- A lot, and I mean a LOT of fixes!
Have you ever been annoyed about real ammo appearing under research projects even with the generic ammo setting turned on? Me too, that's why - using a patch over a thousand lines long - I've removed all non-generic ammo from the research tab, the stockpile tab, etc.
There's a lot of bug fixes for Combat Extended in general for issues like huge pawns being able to fire over walls.
Combat Extended also breaks many modded items, like the Ammo Box from Vanilla Furniture Expanded - Security no longer granting a buff to nearby pawns or the quiver from Vanilla Apparel Expanded — Accessories no longer allowing primitive weapons to fire faster. This mod implements fixes for many of these issues.

There are so, so many more fixes that I can't really list here. I keep an extensive record of changes in the changelogs tab, if you're curious on all changes.

- ...and a lot of polish!
Ammo items are now sorted to the end of the item lists in the research tab, item categories have been reworked to be a lot more convenient, so on and so forth. The mod has too many quality-of-life changes to list here.

Recommendations
- Try to load this mod towards the bottom of your mods list.

- Strongly consider installing Buffs 'n Nerfs, another mod of mine. The mod is technically optionaly but I very strongly recommend that you install it alongside the Generic Ammo Experience for a far more cohesive experience.

You can find Buffs 'n Nerfs at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304694092

While you're at it, feel free to get my weapon range rebalance mod as well.

You can find Weapon Range Rebalance at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3297377682

- Install Vanilla Weapons Expanded. While it's *technically* optional, this pack practically assumes that you do and you will find yourself lacking in terms of weapon options if you don't. Combat Extended, as the name suggests, greatly expands combat and creates many new niches that are not filled by default.

- Install Combat Extended Guns alongside Vanilla Weapons Expanded. While not strictly necessary, some additions like the rocket launchers are almost necessary to have. Rest assured, Generic Ammo Fixes also patches - and removes a fair bit of - all additions from Combat Extended Guns to fit the more generic style of weapons and ammo.

You can find Combat Extended Guns here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582570547

Credits
Ammo sprites were commissioned by me and illustrated by the wonderful Times New Roman.
Popular Discussions View All (2)
49
4 Jul @ 1:55am
PINNED: List of mods patched and tested with the experience
turkler
399 Comments
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