RimWorld

RimWorld

All Bullets Matter
37 Comments
Nigel G. Ripper  [author] 12 Aug, 2023 @ 2:12pm 
@radical10
It should work still with my first weapon mod, I'm working on a version of this that uses LTS Ammunition system which is a little more indepth than what I did using Yayo's.
radical10 12 Aug, 2023 @ 8:23am 
pls :steamhappy::steamhappy:
radical10 12 Aug, 2023 @ 8:23am 
1.4?
Nanotonium 3 Jun, 2023 @ 8:54am 
Hello again, finally got around to actually playing with it and... it actually works without me having to do anything, so that's kind of embarrassing I asked without actually verifying. I figured it wouldn't work for some reason. I just ignore the little red error saying there's a problem and it's functioning just fine.
Nigel G. Ripper  [author] 31 May, 2023 @ 8:21pm 
@nanotonium new version of what?

This particular mod is easy to update, just needs to point to the new Yayo's Combat, it's making a weapon mods that are compatible the bitch. I structured my new weapon mod ZAII to be easy to make compatible but I'm too tired to do it, I was trying to make a version combat extended compatible and that became a headache and then I stopped. I'm waiting for me to want to get back into RW and make a new modlist to update this. I'm not sure what this mod really adds, I've played my normal weapon mod with just certain guns consuming extra ammo (antimaterial rifles) and it's pretty much the same experience.
Nanotonium 31 May, 2023 @ 3:08pm 
Will this get updated for the new version Mlie's working on?
Deep♂Dark 27 Jan, 2023 @ 4:43pm 
pls update! pls !!:tinder:
Maya 6 Sep, 2022 @ 4:00pm 
Will this be updated for the newer version of Yayo's combat since the version this was made for has been abandoned?
Get Donked On 3 Feb, 2022 @ 3:42pm 
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

(i really need to stop hitting subscribe to thread
Nigel G. Ripper  [author] 3 Feb, 2022 @ 3:22pm 
sneed to you too
killgaet 3 Feb, 2022 @ 2:38pm 
ssneed harder yayoer
Nigel G. Ripper  [author] 3 Feb, 2022 @ 2:13pm 
rentfree
KalashVodka 3 Feb, 2022 @ 1:37pm 
the chad disable ce ammunition system vs the thad just enjoy the bloat as its awesome and immersive to handle an inventory of ammunitions in various calibers
Nanotonium 9 Jan, 2022 @ 6:14am 
Hilda...
Get Donked On 3 Jan, 2022 @ 1:49pm 
man now i really need to start learning how to patch mods also im not sure how feasable it is but you could have bows require quivers as a suggestion not sure how that would work but i tought id mention them
killgaet 25 Dec, 2021 @ 7:52am 
virgin standardisation vs chad CE ammo bloating.
also having the choice of FMJ, HP, AP, AP-I, HE or even sabots is based.
i like having calibers that i use for only 1 gun, adds logistic problems and all.
Nigel G. Ripper  [author] 25 Dec, 2021 @ 7:41am 
@Majo yeah it would be real simple to genericify ammo options for CE, the brute force method of manually assigning the new generic ammo type to each weapon. I think whoever is doing it for CE as al9000 said below is probably trying to be fancy with an auto detecting patching script. But I'll finish Yayo before moving onto to CE. Or someone else could do it, I just threw this onto the workshop so anyone can do whatever they want with it. I don't care, reupload it with a different name.

Really all it would take is a list of all the defs and weapon mods you particularly use. The purpose of all this is that I'm finally making my weapon mod which needs a system like this.
Majo 25 Dec, 2021 @ 5:11am 
If you're ever going to get around to patching CE ammo types just standardize everything with your own choice.
Like 5mm, 7.5mm, 10mm, 15mm, 20mm and 10g for shotguns, simple and straightforward.
Even if you need additional caliber to split a weapon just add a S or L for short or long and done.
You'd think by the year 5000 they'd have standardized gunpowder calibers.
Only-He-Stands-There 25 Dec, 2021 @ 1:39am 
That is actually a pretty damn great idea. Always had to feel guilty about unloading dozens of handgun(awful 57%) to magically transfigurate pistol ammo into rifle bullets
Not_A_Furry 24 Dec, 2021 @ 10:52pm 
Looking forward to see how this mod develops especially with the spacer ammo, great work so far
Nigel G. Ripper  [author] 24 Dec, 2021 @ 5:16pm 
@Shira Is that like offensive to you in particular? I volunteer to entertain "special" people all the time, in fact I'm doing it right now.
Shira 24 Dec, 2021 @ 2:37pm 
reported for saying/writing the r-slur :steamfacepalm:
Arky 24 Dec, 2021 @ 11:35am 
Now we just need someone to retexture this mod
Serina 23 Dec, 2021 @ 9:57am 
Good news: CE genericify ammo option is in the works!
Dustin Echoes 23 Dec, 2021 @ 8:56am 
No no, he's got a point. I still like CE more tho.
Nigel G. Ripper  [author] 23 Dec, 2021 @ 8:39am 
>just turn off ammo
But there needs to be ammo to balance out how lethal CE has made combat. I like ammo. But it shouldn't be a hassel.

This mod is for me and the few people I've been talking to that were interested. Not you.
Nigel G. Ripper  [author] 23 Dec, 2021 @ 8:39am 
Maybe I will once I finish my weapon mod, I'l' just patch out every CE weapon with my own and own ammo types. Does Rimworld really fucking need there to be a difference between 5.56 and 5.45, especially that difference built off faulty testing data that shows 5.45 having better armor penetration when it really doesn't? For what fucking purpose do you need there to be built in the game a Warsaw vs NATO debate? Like why use a M4 when a AK-74 has better armor pen, especially with how impenetrable high armor targets are.

A major complaint people have with CE is the loadout system, it doesn't fucking work, you have to do a shitton of micro making sure everyone actually carries the ammo they're supposed to. That getting in the way of their day to day tasks, I guess that's something for me to patch out too.
Dustin Echoes 23 Dec, 2021 @ 6:38am 
at this point just play with CE lol
Shira 23 Dec, 2021 @ 2:41am 
at this point just play with CE lmao
Gerewoatle 22 Dec, 2021 @ 2:38pm 
Thank you for the answer, it was quite enlightening. I might have to have a go at patching a thing or two then. I also look forward to that weapon mod you're working on.
Nigel G. Ripper  [author] 22 Dec, 2021 @ 2:17pm 
@Gerewoatle I mean I could add a system that like that, I think simple ammunition has something like that. I'll have to see how they do it.
Nigel G. Ripper  [author] 22 Dec, 2021 @ 2:12pm 
@Gerewoatle
https://github.com/zodraz0/BulletsMatter-patches/blob/main/Rimsenal.xml
Over here I have the failed Rimsenal patch, it works except for the weapons that have ideology style changes. You can see how you have to find the mod using it's exact name and find the particular defs you want to modify.

Eventually I'll get around to patching other mods but I'm currently working on my own weapon mod that has 40 or so guns planned.
Nigel G. Ripper  [author] 22 Dec, 2021 @ 2:10pm 
@Gerewoatle it is necessary to patch individual mods, it's very easy except I've found that if the mod has some sort of ideology style change system (Rimsena Vanilla for instancel) it doesn't patch the weapons that use that system. I haven't found the reason yet, I haven't looked.

You should learn how to patch mods yourself, it was very handy when I tried to play CE.

https://github.com/zodraz0/BulletsMatter-patches/blob/main/CorePatches.xml
Here I have the core patch. The "System" just uses what's there in Yayo Combat 3, I just made ammo types that use it. How to patch the ammo type is using the weapon's def's <weapontags>, you choose what ammo type like "ammo_pistol" and optionally can choose how much that gun holds in it's magazine like "ammo_pistol/80". Some weapons may not have a <weapontags> slot already and you have to add them, the core patch has an example of how to do that.
Gerewoatle 22 Dec, 2021 @ 1:41pm 
Out of curiosity, is it necessary to patch individual mods, or could mod options be made to allow players to assign ammo to various modded weapons themselves? Genuinely asking, I have little clue when it comes to the inner workings of no doubt complicated mods like this.
Nigel G. Ripper  [author] 22 Dec, 2021 @ 11:06am 
You ever even play the game? You create some No 4 Lee Enfields and a stockpile of ammunition. You eventually research semi auto rifles, you upgrade to FN FALs or something. But guess what, you still have a shit ton of .303 British that you can't use because somebody thought it would be a great idea to include a caliber only one gun used. Did you know they made Lee Enfields (L8 and 2A1) in 7.62 NATO? Why didn't they just include that version instead of the No 4? They didn't because they never actually thought about play-ability.
Nigel G. Ripper  [author] 22 Dec, 2021 @ 10:52am 
@KalashVodka I actually own guns. There is no gameplay purpose in having 5 different ammo types for each caliber, two would have sufficed. There is no point in having a difference between .303 British and 7.62 NATO, there is no sense in having all Warsaw PACT guns just be straight up better than the NATO counterparts. There is literally no point in having calibers that only one gun uses.

The player is just going to standardize to weapons that share ammunition and stock maybe 3 different types of ammunition for each at most. Weapons that have weirdo calibers will be ignored, unless their mod maker made them stupidly more effective than base CE's counterpart.
KalashVodka 22 Dec, 2021 @ 8:57am 
virgin yayo combat ammo "system" bandaid vs gigachad Combat Extended gazzilion calibers