RimWorld

RimWorld

The Generic Ammo Experience for Combat Extended
443 Comments
turkler  [author] 10 hours ago 
should be fixed now
turkler  [author] 10 hours ago 
@Monique_L33T dang it, I was copy pasting some stuff around and must have missed it. thanks for the report, I'll push out a fix in a minute
Monique_L33T 10 hours ago 
specifically it's the patch at line 165 in vae_accessories.xml
Monique_L33T 10 hours ago 
Getting this after recent update
XML format error: List item found with name Operation that is not <li>, and which does not have a custom XML loader method, in <operations><li Class="PatchOperationRemove"><xpath>Defs/ThingDef[defName="VAEA_Apparel_MiniTurretPack"]</xpath>[...]
tide{S}haper industries 22 Oct @ 4:30pm 
Thx for letting me know, will forward that to the guy in troubleshooting so they re-download the mod. :thumbsup:
turkler  [author] 22 Oct @ 3:04pm 
@tide{S}haper industries oh no that's intended, this mod undoes some coverage changes if you have ve armor
I have to admit, the ve armour patch was a bit all over the place. I've reorganized things a bit in the patch and moved all the royalty stuff to a findmod check. turns out the seperate cat's boots and gloves patch also referenced royalty stuff. can confirm the mod works fine without royalty now
thanks for the report
tide{S}haper industries 22 Oct @ 5:09am 
Coming from a troubleshoot over on the RW-Discord. You probably want to double-check the patches from the 've_armor.xml' - there's one targeting; @Name="ApparelArmorCataphractBase" which is erroring without a FindMod for the user without Royalty. But it feels weird seeing that xpath there to begin with - based on the rest of the patches in that file I assume that this particular patch is supposed to target the (regular) VAEA Siegebreaker armor instead.
turkler  [author] 20 Oct @ 2:52pm 
@Lowkey that is not that quite far fetched. it already exists, actually. check out ''nuff's autopatcher'' which does exactly that, even works with generic ammo out of the box
Lowkey 20 Oct @ 2:48pm 
do you think it could be possible to create a system that automatically choose generics ammos (and ammos capacities) from a pregenerated pool, depending on the gun damage per shot, firerate, armor penetration, accuracy and stopping power? (and therefore automatically patch mods)? or just to farfetched?
turkler  [author] 19 Oct @ 5:23am 
@Deankiller Turnupseed ''still got ammo bloat'' you have generic ammo disabled
Deankiller Turnupseed 19 Oct @ 4:34am 
hey turkler i have a problem, still got ammo bloat but all weapons want to use your ammo, but it doesnt exist. i checked if yours loads after CE and it does, you got some other recoms?
DoubleK 16 Oct @ 5:30am 
This mod removes and replaces weapons from certain mods, just be aware.
Spookbuster 16 Oct @ 12:24am 
What if I want to keep all the ammo bloat, but only want gunpowder techs consolidated?
turkler  [author] 11 Oct @ 8:41pm 
:ujel:
FrAmed46 11 Oct @ 1:26pm 
Turkler is greek?
Lance Vance 11 Oct @ 1:33am 
young virgin workshop commenter absolutely demolished by powerful Greek god
turkler  [author] 10 Oct @ 5:15pm 
though then again you're a steam workshop commenter so I can't blame you for not having a vision beyond piling on 999 mods together and calling that a list
turkler  [author] 10 Oct @ 5:15pm 
@DSM no, the weapon range rebalance mod was made around a cohesive list of weapon mods. it not supporting huge realslop packs like guns galore is not a bug, it's a feature
DSM 10 Oct @ 4:50pm 
Rimsenal: Feral being listed as patched for this mod but not range rebalanced, while Rimsenal: Spacer is listed for ranged rebalanced but not this mod, feels like an oversight.
turkler  [author] 8 Oct @ 4:16am 
small update today, patched some mods
turkler  [author] 1 Oct @ 11:51pm 
@Riven yeah
@RoNeG I was a bit vague earlier, but for context, the issue there is that ce turrets now have the CE_ prefix in their defname. rimcities' reference to the turret's defname fails because of that
Riven 30 Sep @ 9:55pm 
Does this also affect Local's CE guns?
turkler  [author] 30 Sep @ 10:06am 
@Tactical Femboy I haven't touched anything related to rim effect in months
Tactical Femboy 30 Sep @ 9:46am 
Rim Effect traders don't sell their Thermal Clips anymore, is this an oversight maybe?
turkler  [author] 24 Sep @ 3:49pm 
@RoNeG issue on rimcities' end
RoNeG 24 Sep @ 3:43pm 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with RimCities?
turkler  [author] 24 Sep @ 3:15pm 
yes
OP Jason 24 Sep @ 2:30pm 
turkler  [author] 21 Sep @ 9:40am 
thank you everyone
Bean 21 Sep @ 9:25am 
thanks Turkler!!
∆∇⇑⁂⇓∇∆ 20 Sep @ 8:36am 
finaly :steamhappy:
Pablo Discobar 17 Sep @ 6:36am 
Excellent, excellent.... (insert Mr. Burns image)
Killy Blame! 17 Sep @ 12:06am 
Goated thank you
turkler  [author] 15 Sep @ 3:31pm 
First round of mod patch fixes for Combat Extended Armory and Vanilla Weapons Expanded - Grenades is now out!
Filipino Goku 14 Sep @ 8:09pm 
Turkler my GOAT
Excel.exe 14 Sep @ 8:01pm 
goat
KingZork 14 Sep @ 5:20pm 
Thank you very much for the quick update!
turkler  [author] 14 Sep @ 4:41pm 
The experience has been updated to 1.6!
Please keep in mind that I've only tested this update with base Combat Extended. It's possible that old mod-specific patches may be broken, so please report any such issues in my Discord server!
Excel.exe 22 Aug @ 11:29pm 
if it wasn't for this mod I probably wouldn't be using CE, thank you. Hopefully CE updates soon
Haknoes 11 Aug @ 4:09pm 
yo turkler, your package ids are hilarous
Blood Joe 29 Jul @ 7:55pm 
SEX
free kill 23 Jul @ 6:37pm 
I concur with butter, this mod greatly improves on a mod I already enjoy. I hope you take your time to ensure it works well, and to have a swell day.
Comrade Butter 14 Jul @ 7:21pm 
looking forward to this once 1.6 ce is outta the oven, take yer time bossman let that roast chicken cook
Boleta 13 Jul @ 4:39pm 
eragguh gehgioheg where is 1.6 erGUGH WHERE IS IT. I NEED 1.6 WHERE IS IT ARUGH RUGH ROOOOOOOO
eragguh gehgioheg where is 1.6 erGUGH WHERE IS IT. I NEED 1.6 WHERE IS IT ARUGH RUGH ROOOOOOOO
sminkus 30 Jun @ 1:13am 
thank you and understandable, much appreciated!
turkler  [author] 30 Jun @ 1:12am 
@sminkus honestly I don't want to touch this mod until 1.6 ce becomes stable. I'll do that once it is, though
sminkus 30 Jun @ 1:05am 
been using it for a long time now and while i love it, little sad i cant use a lot of the stuff from "authentic gun styles" since this mod seems to patch out the akm in favor of the service rifle. was wondering if there couldd mayyybe be a patch to assign the textures/ styles to service rifle?
turkler  [author] 27 Jun @ 1:50pm 
@RiceWizard you are wrong, you should look up how generic ammo works
RiceWizard 27 Jun @ 1:42pm 
Looking at the damage stats, am I correct in understanding that if two guns use the same cartridge type, they'll do the exact same damage? Or is there a hidden modifier I'm missing. It makes some guns seem kinda unnecessary if so.