RimWorld

RimWorld

[LTS]Ammunition - Simple Ammo Pack
244 Comments
PoneyUpDaddy 14 Sep @ 7:07pm 
For those having issues with primitive ammo as of now i suggest using the RIMMSqol mod, with this you'll most probably be able to modify the ammo recipe to your liking which from what i've read in here seems to be the problem.
Schadenfreude 9 Sep @ 2:16pm 
If someone has trouble getting them to equip the correct ammo for their weapon (when I had them equip an industrial weapon while having primitive ammo loaded they wouldn't let me equip industrial ammo manually), try to make them drop their ammo kit and reequip it.

I also don't know if this is intentional, but when I let them equip large kits they would never wanna equip primitive ammo, I then let them equip medium kits, which solved that issue.

I guess large kits only allow industrial ammo and better? Not sure.
Schadenfreude 5 Sep @ 3:23pm 
As a temporary fix I guess you just spawn the ammo via dev mode.
Schadenfreude 5 Sep @ 3:22pm 
Seconding @Leo Atreides' comment.

Can't pick material to make the ammo out of.
Leo Atreides 18 Aug @ 7:44am 
It is bugged, primitive ammo can no longer be crafted because there is no material assigned to the recipe. The recipe asks for 20 "stuff", "stuff" used to be wood, but now "stuff" is just undefined.

This is most likely an oversight from the las update....
BacNang 12 Aug @ 7:47am 
I also have a problem with crafting primitive ammo, it seems to not recognize that u have wood planks for some reason. So im guessing there is maybe a wrong colon or smth like that set? I dont know much but could be a small bug, hope it gets resolved soon as i like this mod more than others.
gk 3 Aug @ 7:41am 
can`t craft primitive arrow
BookOfMike 31 Jul @ 2:06pm 
for some reason my colonist wont load anymore than 2 slots in their kits. messing around in the mod menu does nothing
Remi 30 Jul @ 9:03am 
Question: Anyone encountered a poblem that makes you unable to reload turrets? If so, is it this mod the cause or is it a load order? Or are there some mod that causes it?

Reloading weapons works no problem.

Here is an example: Mod is Vanilla Factions expanded - medieval 2, turret is wall-mounted arbalest. It says it needs wood to reload, but I can't command a pawn to reload, as the option doesn't pop up, nor will the pawn fetch ammo when it is manning the turret.

Only solution right now for me, is to remove said turret and build a new one, as the new one is fully loaded.
Shanaxyle 27 Jul @ 9:20pm 
I feel like industrial ammo specifically should use chem-fuel as well as steel when crafted, given most modern day guns use a combustible substance to fire their projectile.
daxdax211 27 Jul @ 12:16pm 
How to use/make the kits
Gatoradeburn 26 Jul @ 2:38pm 
Hey there, long time fan of this mod but I'm trying to tweak some of the values and having a good bit of difficulty.

I'm attempting to adjust the market value for the ammo types and I'm doing this by going into the 1.6 folder > the definitions folder and then opening up the ammo definitions XML file, finding the "marketvalue" value and changing it. I'm finding that that is having no effect but I'm just not sure why.

When I modify other things on that file like the resources required to craft I see the update take place but market value always stays the same

if anybody would be willing to toss me some recommendations or documentation to read I would very much appreciate it as I'm not terribly well versed in all this and running out of ideas
gazza_m_bolton 26 Jul @ 9:04am 
Is there a way for them to auto collect ammo when drafted like in Yayo's ammo mod?
GameofGames 23 Jul @ 12:25am 
Yeah the primitive ammo is bugged, I was rather confused for a bit. No worries I'll just look for industrial weapons for the time being.
BestNameExisting 20 Jul @ 9:47pm 
Great mod! On top of the issue with the primitive ammo crafting, I think that it would be great if just accepted woody materials rather than just wood, that way you can make it out of bones if you have those sort of mods.
Cookie of Fish 19 Jul @ 8:26pm 
Primitive Ammo is missing the <fixedIngredientFilter>, preventing it from actually being crafted. o7 Fixed it on my end, but it was frustrating me a bit.
electrix1337 17 Jul @ 8:54pm 
my bow from elf expanded doesnt shot when because there isnt any ammo. i dont know if it is because of the rpg style hud or because of the elf mod. but i got a legendary that i cant use. it is very anoying
Dealer Mangan 17 Jul @ 3:35am 
My bad, looks like it was some sort of fuckery with Vanilla Combat Reloaded
Dealer Mangan 16 Jul @ 9:36am 
I dunno, something is just not working. No one wants to pick up ammo. Even if you force shove ammo into their inventories, the guns don't get loaded. In the mod config, tried to flip a switch on one gun from "can use industrial" to "requires ammo" and suddenly it was able to shoot, but it would not spend any ammo. Please fix the mod, it's not usable in this state.
Traceletz 12 Jul @ 2:15am 
I seem to have trouble with this mod in odyssey, colonist don't seem to want to load ammo for the guns they have despite it being the type needed. Look forward to when this is updated and fixed as this is one of my favorite mods!
Dex Enfvaras 11 Jul @ 3:36pm 
Further testing, the "Requires Ammo?" button actually doesn't do anything and just breaks the weapon configuration altogether. "Can Use x ?" works for both categories if anyone is having trouble. Assuming this is just a bug but this makes it a bit easier to understand the bug and get by it.
Dex Enfvaras 11 Jul @ 3:14pm 
Correction, the "Requires Ammo?" box causes the problem. Clicking this causes the weapon to bug out on that type of ammunition unless reloaded
Dex Enfvaras 11 Jul @ 3:13pm 
For some reason in mod settings, changing the ammunition type on a weapon permanently ticks the weapon able to use that ammunition. Reselecting the option instead flicks to the other tick box vice versa. Only way to fix it is to reload default settings. Both tick boxes can't be disabled once enabled.
200 15 Jun @ 11:30am 
thank you, good work!
LimeTreeSnake  [author] 15 Jun @ 6:02am 
- Due to removal of Ammunition Bench in Framework. Ammo require specific vanilla benches. Higher tier require higher tier crafting benches obviously.
Examples : Spacer Machining, Ultra Fabrication, Industrial Smithy and so on.
- Ultra and Archotech ammo can be rewarded
- Patched vanilla turrets to use ammo for refueling as well since the new CompProperties_Refuelable allows multiple items.
- Autocannon turret uses explosive ammo (Vanilla Steel)
- Mini turret uses industrial ammo (Vanilla Steel)
- Sniper turret uses Spacer ammo (Vanilla Uranium)
- RocketswarmLauncher uses explosive ammo (Vanilla Chemfuel)
LimeTreeSnake  [author] 15 Jun @ 6:02am 
- Updated to 1.6, updates henceforth only for 1.6. Previous versions kept as is in most cases.
- Added vehicle patches kudos to my awesome discord members
- Made some default ammo assignments for some grenades.
- Smart weapons from Rimsenal use industrial ammo instead of spacer as per default.
- Halved all ammo productions from 150 to 75 for those who had 150. Also lowered recipe cost.
- Removed Uranium cost from Spacer ammo.
- Can now produce ultratech ammo from Plasteel and Uranium.
- Updated ammo costs to reflect the new production cost. It's mostly cheaper.
- Industrai/Explosive ammo requires now Gunsmithing research
- Spacer ammo requires now Machining research
- Ultratech ammo requires Fabrication research
200 4 Jun @ 7:27pm 
for some reason pawn raiders with grenades and molotovs don't spawn with an ammo bag so they can't use their grenades and molotivs.. anyone experienced this?
GIBBYDAMAN 23 May @ 10:20pm 
Seems to desync in MP now when pawns try refilling kits or touching ammo
thesoupiest 3 May @ 6:16pm 
Do pawns with ranged weapons automatically pick up ammo?
Gerewoatle 22 Apr @ 8:20am 
@SalmonToastie - I'd also love a way to configure mag capacity per gun. Sadly it seems to be a rare feature to find.
Emilie Sackenball 14 Apr @ 11:07pm 
@macintosh1257 you checked to have a quiver or a container like item than holds the ammo inside?
macintosh1257 10 Apr @ 2:34pm 
I can't pick up my primitive arrows.

This is my modlist: https://i.postimg.cc/FFqbNpLN/Screenshot-186.png
SalmonToastie 27 Mar @ 6:01pm 
Does this have a way to change mag capacity based on the gun?
GuyDing22 24 Feb @ 1:03pm 
Is there a way to make ultratech ammo? I added this in mid-save and now none of my guns can be shot because I can only make up to spacer ammo
Worgensnack 9 Feb @ 7:12pm 
thanks!
CrackaJack 2 Feb @ 5:13am 
ty @snake
snake 31 Jan @ 4:21am 
@Worgensnack
snake 31 Jan @ 4:20am 
if you want it fixed, add this tag to primitive ammo recipe
<fixedIngredientFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
Worgensnack 28 Jan @ 11:54pm 
@Punchface the STRONK how did you manage to fix it? I don't really know what I'm doing when it comes to mod files
Worgensnack 28 Jan @ 2:51am 
I was going to mention the same thing, it says something like "ingredients needed: wood, tox wood" and won't let me craft even though I've got plenty of wood
Punchface the STRONK 8 Jan @ 9:56am 
Seems to be incompatible with Biomes: Polluted Lands. My guess is that Toxwood added by that mod breaks the recipe.
Punchface the STRONK 8 Jan @ 8:01am 
I had a problem with Neolithic Ammo not having any valid ingredients, the mod works fine on its own so probably an incompatibility somewhere in my list. But I noticed that Neolithic Ammo was missing the fixed ingredient filter that all the others had in the Recipe xml, once added it works just fine.
~_Athena_~ 16 Nov, 2024 @ 9:46pm 
im tad confused aswell as the guns stop firing after awhile, and for the sniper rifle it just dosn't wanna shoot I have industrial ammo 180 max for the large kit for all of my pawns and only few will shoot ive checked every gun they all require industrial ammo so idk whats going on ?
~_Athena_~ 16 Nov, 2024 @ 8:40pm 
can you make a patch where it uses the reload systeme of yayo combat ? it dosn't seem to wanna work with its reload ammo systeme
Crusaderjack 10 Nov, 2024 @ 10:17am 
idk if it matters, but I commissioned a mod to use this ammo; https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3361850760
Gatoradeburn 7 Nov, 2024 @ 1:31pm 
Hi there, I modified my local copy of this mod to add another ammo type. Just wanted to stop in and say thank you for making the code so readable and easy to use.
CrusadingIdiot 28 Sep, 2024 @ 10:47am 
thank you Lime
Lil_sum 27 Sep, 2024 @ 2:11am 
thank you sir
LimeTreeSnake  [author] 26 Sep, 2024 @ 10:06am 
I think you can turn off CE ammo and mine from this mod would just "allow firing" the weapon. it does not affect the weapon in any other way. But you need kits.

Mechs does not use ammo.
CrusadingIdiot 14 Sep, 2024 @ 12:10am 
what would happen if I use this with combat extended? currently, I love how CE revamps combat, but I hate the ammo system. And I'm aware i can use generic ammo, but it just clutters research screens and is incredibly annoying. Does this mod replace CE ammo, but still use CE reloading systems or will t just break? thanks