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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.
Can't pick material to make the ammo out of.
This is most likely an oversight from the las update....
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.
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
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)
- 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
This is my modlist: https://i.postimg.cc/FFqbNpLN/Screenshot-186.png
<fixedIngredientFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
Mechs does not use ammo.