RimWorld

RimWorld

PBs New Ammunitions Pack
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Update: 21 Oct @ 7:48am

Fix localized text errors.

Update: 20 Oct @ 5:09pm

Fix guided ammunition bug.

Change 120mm DM73 to DM63, because DM73 can only be used for the "special model" 120mm L55A1 in reality.

Update: 16 Oct @ 5:54am

Reduced the blunt penetration of cannon-launched shotgun shells and shrapnel rounds to better align with their role of being effective only against soft targets.

Added weapon range bonuses and recoil reduction for missiles. These new features are from the Combat Extended 1.6 update. If you are also working on a mod, you might want to try implementing them. The relevant GitHub content for reference is available here: https://github.com/CombatExtended-Continued/CombatExtended/pull/4198

It is possible to configure weapons through projectiles by applying additions, subtractions, or multipliers to values such as recoil, range, aim time, and muzzle flash size.

Update: 16 Oct @ 5:09am

Updated to version 1.6.

Further reduced the spawn rates of SAP, FAP, and FAPDS.

Removed the following ammunition types for various reasons (e.g., original creator's requirement for certain ammo to be exclusive to the original mod, removal of redundant content, etc.):

20x99mmRShVAK APIHC

40x311mmR Canister Shell

57mm S5S

.338NM/338LM APIc

.408 APIc

12.7x55mm APIc

.50 BMG APIc

155mm Extended-Range Artillery Shell

I noticed that someone from the CE team intends to add built-in (vanilla CE) smoke, EMP, high-explosive, and airburst rounds for the 30x113mmB cartridge. Therefore, I have temporarily removed the relevant 30x113mmB ammunition.

The removal of EMP rounds for the 105x617mmR and 120x570mmR calibers was considered because I may, in the future, enable these widely used modern tank calibers to acquire built-in (vanilla CE) EMP ammunition, eliminating the need to obtain them from my mod.



Modified numerous defnames, simplifying their length and standardizing their format.

Optimized localization text.

Update: 17 Jun @ 9:06am

Fixed the item category for 30x173mm MK310 ammunition.

Update: 9 Jun @ 12:56am

1. Adjust the spawn rate of allowed generated ammunition to 50% or lower.

2. Adjust MK310 and XM1211 airburst rounds so that their proximity detonation distance causes them to explode one grid before the aiming point.

Update: 5 Jun @ 6:31pm

The overall effectiveness of all fragmentation rounds has been reduced, decreasing their spread range and blunt penetration power.

Update: 30 May @ 2:03am

Fixed the issue of repeatedly reading 35x228mm NATO ammunition.

Update: 28 May @ 3:59am

1. Fixed an issue where the Sh-370 canister round (used by the 125mm 2A46) could not deal damage properly.

2. Fixed the warhead triggering sequence of tandem HEAT rounds—the tandem-warhead now correctly becomes the first to damage the target.

Update: 27 May @ 6:51pm

A customized AmmoClass (Ammunition Classification) is now provided for all 105x617mmR and 120x570mmNATO ammunition.

When right-clicking to select ammunition for loading, you can directly see the specific designation of the ammunition being loaded.

This avoids confusion with RimThunder ammunition that lacks customized labels (for example, if you carry both M829A4 and DM73, and both are classified as Sabot, you would only see "Sabot" as a loading option).