RimWorld

RimWorld

74 ratings
Buffs 'n Nerfs for the Generic Ammo Experience
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Mod, 1.5, 1.6
File Size
Posted
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1.004 MB
7 Aug, 2024 @ 9:54am
28 Oct @ 11:57pm
175 Change Notes ( view )

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Buffs 'n Nerfs for the Generic Ammo Experience

In 2 collections by turkler
turkler's Combat Extended mods
12 items
The best of the Experience
43 items
Description
[discord.gg]

This mod contains some big balance changes and miscellaneous content additions for the Generic Ammo Experience. I was initially going to merge these into the main mod but I realized not everyone might be a fan of such big changes, so I've moved those changes to this mod.

A list of changes
There are so, so many small changes that they don't fit in the description character limit of the workshop. You can find a list of changes in the discussions page of this mod.

Keep in mind that the pack is balanced around these changes, this mod is technically optional but strongly recommended.
It goes without saying that all aspects of Combat Extended and the Generic Ammo Experience have full integration, but this mod also patches many, many mods. Everything covered by the main mod (plus some more) is also covered by this mod.

I'm open to all feedback so please do share your opinions about these changes in the comments!
Popular Discussions View All (1)
0
30 May @ 8:50pm
PINNED: A list of changes
turkler
91 Comments
ByteCodegnawer 20 Oct @ 7:02am 
@tukler thank you! Much appreciated!
turkler  [author] 19 Oct @ 11:46am 
@ByteCodegnawer alright, I just pushed out an update that changes the laser weapon check to use a tradetag lookup on the ammo instead of being a hard defname lookup. now, all you really need to do is add SEX_LaserCell to the tradeTags of your custom lasgun ammo.
besides that, you may also want to rebalance the ammo recipes(since one ammo ittem now gets you a full reload instead of one shot) and also change/assign the AmmoGenPerMagOverride values of weapons using these laser cells to be 1. you can find examples of how to do that in the Laser_charge_pack_rework.xml file in the mod. everything else should automatically work, poke me in the discord server if you can't get it working
turkler  [author] 19 Oct @ 10:38am 
@ByteCodegnawer between you and me, the system currently works on a defname check. I honestly didn't think anyone would bother to plug their own systems to a mod with like 2k subs. I'm free right now so I'll convert that to a tag based system, shouldn't be hard because if I recall correctly the laser cell check is centralized. you can join my discord if you want to poke me about it in real time
ByteCodegnawer 19 Oct @ 10:18am 
Hello. Can you tell how one does make a patch for custom laser ammo? I play with a warhammer weapons mod and i want lasgun ammunition to behave like a proper power cell. I know you probably wouldn't bother with a patch so I wanna make one myself
turkler  [author] 12 Oct @ 11:35am 
''waaa turkler I just made up an issue on the spot pls fix'' no error logs, no nothing - hell, I play with my own mods, and I'm three years deep into a run with this mod and the game speed buttons work just fine. have you considered the possibility of your modlist being broken?
Licenciado Ramirez 12 Oct @ 9:58am 
I found a bug. It seems that using this mod causes the game speed boost button to not work properly. I don't know if this has happened to anyone else.
Likewise, I love the mods you created; I'm not leaving any of them off my mod list. Sadly, I won't be able to use this specific mod anymore :C
Novaemberia 3 Oct @ 1:51pm 
Glad to hear it!
turkler  [author] 3 Oct @ 1:50pm 
@Novaemberia thanks for the report. probably an oversight, it's ought to happen with a mod redoing *every* ammo recipe. I'll fix it asap
also I didn't get a notification about your feedback from before, no idea why. thank you so much! I truly do appreciate it
Novaemberia 3 Oct @ 1:48pm 
hello. i have encountered yet another (minor) issue. the recipe for crafting x200 full power rifle discarding sabot rounds, crafts x500 instead of x200 as the label misleadingly says, i believe it is supposed to be x200? Very minor, I know
Novaemberia 1 Oct @ 9:56am 
While it's painful to see my plasteel go when playing mechanitor with centipedes, I understand the rebalance and think it's worth it, centipedes in CE are indeed very strong.
Autoloaders are amazing, it was painful to constantly reload turrets in CE and I had to build a stockpile of ammunition right next to them just to make it more bearable, with autoloaders now it's soooo much more smooth.

I might be forgetting a lot of stuff, but overall, I really enjoy all of the changes
(2/2)