RimWorld

RimWorld

Ammo Tweaks for Combat Extended
40 Comments
Serina 30 Aug, 2022 @ 12:11am 
☠Millennium☠ 21 Aug, 2022 @ 2:16am 
hello?
Stormtrooper 27 Sep, 2021 @ 1:07pm 
Any chance for putting it in the workshop so I could directly link it with steam instead of managing manually downloaded file?
meril1994 21 Sep, 2021 @ 2:44am 
There's updated mod in that link in mods discription.
applejackcats 31 Jul, 2021 @ 9:07am 
Removing the trading tweaks would make this work in 1.3. Can't figure out how to do it though.
BBBBilly 21 Jul, 2021 @ 3:59am 
I see. It's not compatible with BetterLoading
Stormtrooper 20 Jul, 2021 @ 1:20pm 
hope this gets updated to 1.3 as soon as CE leaves beta, loved having to worry about ammo a bit instead of just crafting 500 rounds at once...
BBBBilly 17 Jul, 2021 @ 3:49am 
Excuse me, what I want to say is that 1.2 doesn't work properly
Lt. Ruben 10 May, 2021 @ 6:03pm 
this mod would be great with instead of 1/25 a 1/5 reduction of ammo created by recipes and double the prices. chemfuel only for higher grade stuff maybe. But the real problem of CE is just the insane accuracy and squishiness of everyone. if you hit less often, and also need to hit more often to kill, then ammo plays more of a roll. but i can oneshot a muffalo with a double barrel shotgun with buckshot. and my guy hasn't missed once in 20 shots so far, with a ranged skill of only 8. CE is awesome but some things are just completely off balance wise. Also the severe increase to organ hit chance is far too much. I think with better CE balance in general ammo will find its importance again.
Paladin  [author] 8 Apr, 2021 @ 8:29am 
Last time I checked this mod may need to be rebuilt after CE update. That may be it. CE updated. I do not play Rimworld anymore and this mod is not very popular. Ask Sladki directly on Ludeon. He may help, if he is still there.
__ 8 Apr, 2021 @ 6:14am 
Yeah, I tried the original package from the Ludeon forum, too, and I've been disabling everything I thought might be interfering to see if I could isolate the problem, but no luck. Very weird. Not your problem, though! Seems like it's working for everyone else. Thanks for the reply.
Paladin  [author] 8 Apr, 2021 @ 6:06am 
The simplest check: load only CE + this mod + dependencies and check how it works. If not, then you may check link on ludeon mod page and get mod from there or ask mod dev to update mod. Then you may contact me and I will update it here.
__ 8 Apr, 2021 @ 5:13am 
Am I the only one for whom this mod does literally nothing? It's weird; it was working, and now it's not. Loaded last, too. I know you can't fix it, Paladin; just curious if it it's just me.
Farbott 13 Mar, 2021 @ 9:20pm 
Do bullets only need chemfuel now? I would love the ammo system but my steel just evaporates when I use it.
Paladin  [author] 7 Feb, 2021 @ 10:49am 
@Xeno42, you should contact original mod author. Check the mod description.
Xeno42 7 Feb, 2021 @ 9:39am 
would it be possible to make traders carry ammo based on the weapons they have for sale? doesnt really make since for them to bring shells and 9mm ammo when they have m16s and m320s for sale
Paladin  [author] 24 Jan, 2021 @ 9:41pm 
Updated
__ 24 Jan, 2021 @ 7:27am 
FYI, Sladki updated this to 1.2 as of yesterday per the forum thread in the description above!
ЯEБAЛ 17 Jan, 2021 @ 7:43am 
seems that it doesn't work in 1.2 sadly
platinumhawkzz 13 Oct, 2020 @ 6:21am 
Does it need a new save? looks good.
Paladin  [author] 27 Sep, 2020 @ 11:13pm 
Idk
Yezus 27 Sep, 2020 @ 6:46pm 
works with 1.2?
Awiss 26 Jun, 2020 @ 1:25am 
Ok, that sound pretty nice. No more thousands of bullets per few crafts. ty
Awiss 26 Jun, 2020 @ 1:14am 
-- Ammo recipes output decreased by 25 times.
wait wat?
Halituis Amaricanous 18 May, 2020 @ 12:08pm 
when I first used Combat extended I found a grenade launcher and when I went to craft ammo it said I would get 200 rounds, it was such a shame it was a "fish only once and live forever" type deal
Vlad_1492 18 May, 2020 @ 9:54am 
Excellent tweak, thank you. Makes researching better bows and such for hunting matter. Makes choosing to spend resources crafting ammo matter. Feels much more gritty now.
Paladin  [author] 13 Apr, 2020 @ 5:06am 
@SpiceTravel, read description before leaving a comment.
SpiceTravel 13 Apr, 2020 @ 4:55am 
You should really nerf the price of 60mm mechanoids ammunition. It quickly becames economy breaking stuff because you loot near 15 of them per killed mech.
Paladin  [author] 4 Apr, 2020 @ 10:28pm 
Disable other mods and add them by 10. Check if it works.
seaurchinhead 4 Apr, 2020 @ 1:13pm 
Would there be any possible solution? Like, supposed mod orders; I am aware that this mod needs to be put below CE, but should those two need to be on higher/lower order than others?
Paladin  [author] 4 Apr, 2020 @ 12:33pm 
It works for me. smth wrong with your setup.
seaurchinhead 4 Apr, 2020 @ 12:28pm 
Unfortunately it doesn't seem like the mod is working; ammo is still made in the batch of 500 without any chemfuel, even after checking the mod order and the options...
Paladin  [author] 26 Mar, 2020 @ 11:03am 
Mod was updated! All the glory to Sladki, you may say thank you in this thread:
https://ludeon.com/forums/index.php?topic=47831.0
Big [REDACTED] Marty 27 Jan, 2020 @ 12:15pm 
So this only changes ammo economy, and crafting amounts/requirements?
Paladin  [author] 27 Jan, 2020 @ 1:12am 
If you use this mod with new version of CE:FT, you should load this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1780241645
Upper than Core, otherwise you will get errors!
Paladin  [author] 26 Jan, 2020 @ 12:02am 
@Athena, that is not even funny.
Athena 25 Jan, 2020 @ 11:49pm 
CE compatibility patch?
Epishade 15 Dec, 2019 @ 10:40am 
Thank you Sladki for this mod and Paladin for uploading it. Ammo conservation and management was a complete joke in regular CE (500x bullets per craft... really?).
lbmaian 6 Nov, 2019 @ 9:46pm 
Is this compatible with vanilla? /s
bk3000 6 Nov, 2019 @ 8:23pm 
INB4 someone asks if this is compatible with CE.