RimWorld

RimWorld

Buffs 'n Nerfs for the Generic Ammo Experience
Showing 11-20 of 175 entries
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Update: 12 Oct @ 12:42pm

...forgot about blunderbuss shots, whoops. That's now covered by the previous change, too.

Update: 12 Oct @ 12:40pm

Primitive ammos can now be made using any explosive compound, not just chemfuel.

Update: 3 Oct @ 3:19pm

Fixed a recipe producing the wrong amount of ammo.

Update: 1 Oct @ 11:50am

Hotfix, I messed up the last release :sob:.

Update: 1 Oct @ 11:45am

Label tweaks.

Update: 28 Sep @ 6:52am

Mechanoid charge packs can now be smelted as a part of this mod's ammo smelting system.

Update: 28 Sep @ 6:46am

Rebalanced the recipe of the new mechanoid charge pack.

Update: 28 Sep @ 4:56am

Updated the textile armor reworks to include the new leathers from the Odyssey DLC.

Update: 28 Sep @ 4:23am

Fixed a value missing a dot.

Update: 26 Sep @ 1:15pm

Tweaked the cost of triple rocket launchers. Again, yes. They now cost three high-explosive mortar shells to make. This has the side effect of bringing their market value down to roughly what it was before so this rebalance now shouldn't impact any pawn kinds using triple rocket launchers.
I also reworked the previous 'smelt doomsday launcher' recipe to a more general 'disassemble launcher' recipe that you can use to recover the shells used to make triple and doomsday rocket launchers. The base Combat Extended disposable launcher is now disassembled here as well.