RimWorld

RimWorld

Yayo's Ammunition Patch
26 Comments
pelusa gaming 2013 3 Jul @ 11:23am 
1.6 ??
pelusa gaming 2013 25 May @ 5:18pm 
1.5 :(
Timou 10 Jun, 2024 @ 8:15pm 
Update please 1.5
xTRACKERx 11 Feb, 2024 @ 1:39am 
this mod needs XML Extentions.. i put it in but i still get an error..
Euphoric  [author] 6 Jan, 2023 @ 12:19pm 
@BottledDew Thats from original Yayo. Different guns use different type of ammo. Yayo tries to guesstimate what kind of ammo gun should use based on it's attributes. If it has explosion radius it uses explosive. If it has non-flammable effect, it uses special.
BottledDew 6 Jan, 2023 @ 1:40am 
What is the difference between the sub tiers of ammo? Like normal vs explosive vs special?
xTRACKERx 10 Nov, 2022 @ 7:41am 
much thx :-)
Euphoric  [author] 7 Nov, 2022 @ 9:08am 
1.4 is out
pelusa gaming 2013 26 Oct, 2022 @ 7:42pm 
1.4?
pelusa gaming 2013 27 Aug, 2022 @ 7:29pm 
is this compatible with the continued version of Mile? i'm getting red alert in mods window
Rapturous 5 Aug, 2022 @ 2:24pm 
@Euphoric

I agree the current system allows you to finely tune the cost for each gun, but it also makes ammo management nearly impossible for mid to late game colonies in my opinion.

I can look at a pile of 5000 industrial bullets and have no idea how much ammo I actually have. With 15 pawns each using different guns is 5000 a lot? I have no way of knowing without spending an hour testing everything. (Which will then be useless information as soon as we change guns).

Tiered ammo produces the effect of better guns costing more to maintain ammo without making it confusing as to how much "effective ammo" you have. When I have no idea how much ammo I'm using the only solution is to produce it excessively and hope for the best which kind of defeats the purpose.

(I understand this is quite different than the mod you created, I just wanted to share my thoughts on the problem you wanted to fix. Seriously love the idea of this mod.)
Euphoric  [author] 4 Aug, 2022 @ 10:10pm 
@DeadlyPassionFruit
1. It is on top of the Yayo settings.
2. I don't think this mod is popular enough for me to invest effort into implementing that.
3. I actually wanted to avoid many different "types" of ammo. The current system allows for more finely-tuned cost-per-shot. Eg. Guns in similar grade might use 13 and 15 pieces of "industrial ammo" per shot. But in your system would each use 1 piece of "heavy industrial ammo".
Rapturous 4 Aug, 2022 @ 4:58pm 
Three things I want to mention so this will be a bit of a wordy one. Sorry! :p

1."Changes how much ammo is produced" is a setting you can change in YC3 already. Is the number in Yayo settings multiplied by 3 now, or is that setting simply overwritten by a 3x base value?

2.Possible to add toggles for all the features? Researches and changed recipes without the ammo quantity changes is a nice mod alone.

3.Bit of an idea/request in one here. I'm not sure how difficult it would be to implement but if it would be possible to use that effective damage calculation to "grade" a weapon and make it use an ammo that's more expensive then you could get the same end result without it feeling as "hacky" (by loading copious amounts of ammo into guns)

For example an AK47 might get graded as "tier 2" by its effective damage calculation. Now it uses normal quantity of "tier 2 industrial ammo" instead of loading 300+ industrial ammo. The ammo itself would change nothing in terms of stats.

Thanks!
Euphoric  [author] 3 Jun, 2022 @ 11:30pm 
I have released new update. Should fix issue with weapons not having their ammo cost adjusted.
Mad Catter 6 May, 2022 @ 5:13am 
Some weapons don't have their ammo cost adjusted and still only use 1 ammo per shot.
Duck56 1 May, 2022 @ 4:44am 
Also its probably on the original mod side but is it possible to make reloading work properly? For some reason i cant reload the wepon by clicking on my pawn, i need to drop the ammo and then reload which isnt ideal
Duck56 1 May, 2022 @ 4:43am 
Im getting this error at the start of the game:

[HugsLib][ERR] Euphoric.YayosAmmunitionPatch caused an exception during OnDefsLoaded: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

https://gist.github.com/HugsLibRecordKeeper/11313b314176d03aaf64e2f8f18a99d3
Euphoric  [author] 17 Apr, 2022 @ 11:34pm 
@1puppetmaster Could you post your whole mod list and log into github issue? I feel this is interaction of multiple mods, not just the weapon mods.
1puppetmaster 13 Apr, 2022 @ 9:24pm 
First things first I like this mod.
Second I'm having the same problem as Alien Xenomorph but it is happening to most primitive weapons from vanilla and vanilla expanded.
Here is the starting part of log.
Invalid count: -2147483648, setting to 1. Job was Reload (Job_69) A=Thing_Bow_Short24197 B=Thing_yy_ammo_primitive24205
Euphoric  [author] 29 Jan, 2022 @ 5:55am 
@AlienXenomorph What mod was that Heavy Crossbow from?
Alien Xenomorph 22 Jan, 2022 @ 8:45am 
One of my pawns caught "standing loop": it "Standing" all the time except basic action (like eating, drinking). Logs show the problem with reloading its weapon. Information page of equiped weapon (heavy crossbow) show reload cost per ammo -2147483648 primitive ammo. Negative number. And any other units of primitive weapon with primitive ammo have had same problem. Weapons with any other types of ammo were OK. Deactivating of mod solved this issue.
nyrus88 19 Jan, 2022 @ 12:53am 
@Euphoric noted, thank you for your response!
Euphoric  [author] 18 Jan, 2022 @ 11:47pm 
@nyrus88 That is likely problem with Yayo itself. My mod just changes how much ammo units each weapon uses. Assigning ammo to pawns is Yayo's original code.
nyrus88 16 Jan, 2022 @ 4:32am 
Can this be synched maybe with the Empire mod? I wanted to create armies when ammo system is on with Yayo's, but army people seems to be not getting even a default amount of ammo so they are effectively bayoneting with their LMGs, which is... not the most efficient approach. :( Not sure if this "needs" to be fixed here, I just got excited about Yayo's Combat patch :)
Euphoric  [author] 3 Jan, 2022 @ 10:29pm 
@GetDonkeydOn
Yes. That is main point of this mod.
Get Donked On 3 Jan, 2022 @ 1:21pm 
cool concept does this make it so single shot high damage is now not just objectivly better than say a minigun?