RimWorld

RimWorld

Buffs 'n Nerfs for the Generic Ammo Experience
91 Comments
ByteCodegnawer 20 Oct @ 7:02am 
@tukler thank you! Much appreciated!
turkler  [author] 19 Oct @ 11:46am 
@ByteCodegnawer alright, I just pushed out an update that changes the laser weapon check to use a tradetag lookup on the ammo instead of being a hard defname lookup. now, all you really need to do is add SEX_LaserCell to the tradeTags of your custom lasgun ammo.
besides that, you may also want to rebalance the ammo recipes(since one ammo ittem now gets you a full reload instead of one shot) and also change/assign the AmmoGenPerMagOverride values of weapons using these laser cells to be 1. you can find examples of how to do that in the Laser_charge_pack_rework.xml file in the mod. everything else should automatically work, poke me in the discord server if you can't get it working
turkler  [author] 19 Oct @ 10:38am 
@ByteCodegnawer between you and me, the system currently works on a defname check. I honestly didn't think anyone would bother to plug their own systems to a mod with like 2k subs. I'm free right now so I'll convert that to a tag based system, shouldn't be hard because if I recall correctly the laser cell check is centralized. you can join my discord if you want to poke me about it in real time
ByteCodegnawer 19 Oct @ 10:18am 
Hello. Can you tell how one does make a patch for custom laser ammo? I play with a warhammer weapons mod and i want lasgun ammunition to behave like a proper power cell. I know you probably wouldn't bother with a patch so I wanna make one myself
turkler  [author] 12 Oct @ 11:35am 
''waaa turkler I just made up an issue on the spot pls fix'' no error logs, no nothing - hell, I play with my own mods, and I'm three years deep into a run with this mod and the game speed buttons work just fine. have you considered the possibility of your modlist being broken?
Licenciado Ramirez 12 Oct @ 9:58am 
I found a bug. It seems that using this mod causes the game speed boost button to not work properly. I don't know if this has happened to anyone else.
Likewise, I love the mods you created; I'm not leaving any of them off my mod list. Sadly, I won't be able to use this specific mod anymore :C
Novaemberia 3 Oct @ 1:51pm 
Glad to hear it!
turkler  [author] 3 Oct @ 1:50pm 
@Novaemberia thanks for the report. probably an oversight, it's ought to happen with a mod redoing *every* ammo recipe. I'll fix it asap
also I didn't get a notification about your feedback from before, no idea why. thank you so much! I truly do appreciate it
Novaemberia 3 Oct @ 1:48pm 
hello. i have encountered yet another (minor) issue. the recipe for crafting x200 full power rifle discarding sabot rounds, crafts x500 instead of x200 as the label misleadingly says, i believe it is supposed to be x200? Very minor, I know
Novaemberia 1 Oct @ 9:56am 
While it's painful to see my plasteel go when playing mechanitor with centipedes, I understand the rebalance and think it's worth it, centipedes in CE are indeed very strong.
Autoloaders are amazing, it was painful to constantly reload turrets in CE and I had to build a stockpile of ammunition right next to them just to make it more bearable, with autoloaders now it's soooo much more smooth.

I might be forgetting a lot of stuff, but overall, I really enjoy all of the changes
(2/2)
Novaemberia 1 Oct @ 9:55am 
Well then, let's see...
I very much enjoy the ammo rebalance, especially the fact that charged ammunition now costs much less components, was really painful to see those go fast in normal CE :lilith_sobsob:
I adore the sneaky bastard addon, especially the smoke dodge chance, which reminds me of sicario from payday 2 haha. Makes smoke even more worthwhile to use, and I just love using smokes.
The buffed implant armor is also great, because as described, it really was meh for the cost in normal CE, but now it's very strong coupled with armor, helps live out the cyberpunk fantasy hehe.
I can't say much for the shooting accuracy change, because I haven't really noticed a difference and because it's kind of hard to measure, but I think it's a move in the right direction, in normal CE, every pawn can pretty reliably hit their shots so long as they're not that far, even ones with 0 skill.
(1/2)
turkler  [author] 1 Oct @ 9:35am 
@Novaemberia oh the recipe thing is me mislabeling stuff. thanks for the report, they're intended to make one. I'll update the labels tonight
the systems for the autoloaders are actually from combat extended. they're very much neglected features that I've patched up a bit to get to a usable state. I don't exactly know why autoloaders wouldn't save the ammo within them as they use the same ammoset system turrets use, but I'll look into it

oh and one more thing. I'd be more than happy to hear about specifics parts you like/don't like, either here or in my discord works. feedback is in very short supply and and would be appreciated, even if it's just ''x is really neat, I love it''
Novaemberia 1 Oct @ 8:37am 
hello once again. i have encountered another issue. the recipe for creating 5 disposable rocket launchers added by this mod only creates one.

other than that, loving this mod! love playing with it and the generic ammo experience due to better immersion and because it really does balance out CE in things it's sometimes lacking, as well as making usually irrelevant things, relevant once again.

oh also, autoloaders added by the generic ammo experience seem to lose their ammunition count with the gravship launch, while turrets don't, not sure if it's an issue on my end, but maybe you could look into it?
Novaemberia 28 Sep @ 10:09am 
AWESOMEEEE
turkler  [author] 28 Sep @ 4:25am 
@Novaemberia it's fixed now, thanks for the report!
Novaemberia 27 Sep @ 4:23pm 
No problem!
turkler  [author] 27 Sep @ 4:19pm 
@Novaemberia damn. I'm currently not at home so I can't do a hotfix but I'll fix that asap. thanks for the report
Novaemberia 27 Sep @ 4:13pm 
hello. after seeing my cataphract warcasket receive a lobotomy they did not volunteer for by a hollow point from a yttakin firing a poor frontier pistol, i was perplexed as to what just happened. looking into the stats of said gun i have noticed, to my horror, that it has the same penetration value as a flak cannon. it mustn't be intended, i thought. so i looked for the cause. after seeing that it was no fault of combat extended since it does not modify penetration values in such a way, i have come to your mod. it appears as if there was a mistake made, or it was made deliberately out of malice. i have come to beg, to make sure this tragedy never befalls my colony again, to look into such a conundrum, and hopefully bring peace to my mind.

tl;dr: poor quality weapons have armor penetration multiplier set to 85 rather than 0.85, resulting in armor penetration value of 8500% rather than 85%. i have come to kindly ask for guidance on this matter. :lilith_sobsob:
turkler  [author] 13 Sep @ 5:50pm 
@Pamparampampamparam mostly ve, yeah, though the changes should work with all laser weapons on paper
Pamparampampamparam 13 Sep @ 5:38pm 
Are you refering to Vanilla Expanded laser weapons in the list of changes or some other type of laser weapon?
turkler  [author] 30 Apr @ 12:24pm 
@AKEKHQ thank you for your feedback! you wouldn't believe how little of it I get
I won't be able to give long explanations due to the workshop comment limit but to put it briefly:
- the armor vest textures are only swapped if you have ve textures, it seemed more fitting to me but I can also revert that. it's really whatever
- composite armor is straight up busted. it competes with recon armor in terms of protection and can stop battle rifle rounds. with a hard armor system where shots either penetrate or they don't, the big armor buff more than makes up for its lesser hp. if you have access to traders, composite stuff is also cheaper to make despite being more advanced. I chose to remove them and buffed the armor values of flak jackets and armor vests a bit instead
- the leather thing, I'll take a look at.

still, thank you for your feedback! feel free to join the discord if you'd like to talk about the changes in detail
AKEKHQ 30 Apr @ 12:17pm 
i wanna give some feedback from playing with the mod soo far.
Looks like you forgot to buff plainlether when buffing various textiles (i consider cow lether to be at least as strong as human lether), I dont know why you swapped textures for CE armor soft and flak vests but it sent me for a loop i guess its just preference.
I understand why you removed composite vest and heavy composite gear, keeping more vanilla gear progression, but it would be nice to have them back (maybe locked behind their own tech)

Other than those nit picks i really like the changes. I really like ammo crafting changes, warcasket durability should be the deafult, and having shield belts that accualy do somthing fells great
Excel Spreadsheet 26 Apr @ 10:36am 
Do you think you'd ever consider making a patch for Vanilla Metals Expanded to make ammo cost lead to make instead of steel?
turkler  [author] 24 Apr @ 1:46am 
@lol no they take four mags. something might be wrong with your mod setup
lol 24 Apr @ 1:18am 
@turkler, the thing is pawns take all the ammo they can find, not just the 2 mags or any other configurable amount
turkler  [author] 24 Apr @ 1:03am 
@lol that's already a thing in base combat extended
lol 24 Apr @ 12:11am 
Hey Turkler, thank you for making these mods! Have you given a thought of implementing a loadout improvement of some kind? Like this fix (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1776175645) does: pawns implicitly carry 2 ammo mags depending on the weapon equipped.

Rationale: to ease up the loadout management in CE (mass/bulk/caliber/ammo type/...) compared to the vanilla game.(just equip one weapon).

Cheers!
Bayonet 18 Apr @ 9:25am 
thanks :steamthumbsup:
turkler  [author] 18 Apr @ 8:02am 
@Bayonet huh, turns out a pr got merged like a day after I downloaded the snapshot and I didn't notice. should be fixed now, thanks for the report!
Bayonet 18 Apr @ 7:03am 
i use last dev snap from gh, but error is still
https://imgur.com/a/y13gsFY
turkler  [author] 17 Apr @ 8:41am 
@Bayonet you're not on the dev snapshot version of ce, please read the instructions in the description
Bayonet 17 Apr @ 7:34am 
Hi, i have this issue every time when start a game

[Buffs 'n Nerfs for the Generic Ammo Experience - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="Ammo_LaserChargePack"]/statBases"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Misc changes\Laser_charge_pack_rework.xml
lunatic_TH 27 Mar @ 10:23pm 
okay :(
turkler  [author] 27 Mar @ 8:39am 
@lunatic_TH no
lunatic_TH 27 Mar @ 8:38am 
If can use middle save ? and

Is it possible to use only this mode?
turkler  [author] 25 Mar @ 8:44pm 
@BearDaMan I forgot the gas mask was from biotech, should be fixed now
BearDaMan 21 Mar @ 2:34pm 
I keep getting this error every time I start the game:
"[Buffs 'n Nerfs for the Generic Ammo Experience] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName='Apparel_GasMask']/modExtensions/li[@Class='CombatExtended.ApparelHediffExtension']) failed"
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Equipment tweaks\gas_mask_hediff_removal.xml
turkler  [author] 12 Mar @ 4:49pm 
@Mr.Cordedrex you could make a local copy of the mod and delete the changes you don't like, but you should really file a bug report so I can fix the problematic issue
Mr.Cordedrex 12 Mar @ 8:53am 
Not sure if it was asked here before, is it possible to get these balance changes without reworking the ammo ? Seems to break my heavily modded game
turkler  [author] 12 Mar @ 5:47am 
@Mr.Cordedrex yay
Mr.Cordedrex 12 Mar @ 4:36am 
Thank you so much
I was looking for something that changes how warcaskets work and the shield belt buff + shield bulk buff is also greatly appreciated.
turkler  [author] 4 Mar @ 4:32am 
@Filipino Goku yay
Filipino Goku 3 Mar @ 8:04pm 
Just posting to say that I love this mod. It has completed CE for me
turkler  [author] 15 Jan @ 1:26am 
@Farbott the generic ammo experience is that compatibility layer you're looking for. pop the mod folder and look at the amount of mod patches there are, you'd be surprised
Farbott 14 Jan @ 7:40pm 
purely for mod compatability sakes, i cant imagine every mod will play nice with generic settings unless CE is just that thorough
Farbott 14 Jan @ 7:40pm 
love the new ammo recipes, wish there was a version that worked with default ammo
turkler  [author] 14 Jan @ 7:09am 
@oVISOR such an option would be quite hard to make, could consider it if someone were to donate the code for it but no plans otherwise
the mod doesn't have any extra expanded materials integration, no
oVISOR 14 Jan @ 6:54am 
Love your mods, would you consider a mod config option to scale the amount of ammo per craft? For us hardcore people.
Also does it use Expanded Materials - Metals if enabled like I think CE used to?
turkler  [author] 4 Nov, 2024 @ 11:02am 
@Little Dave yes
Little Dave 4 Nov, 2024 @ 6:20am 
Isn't diluting FSX done at the refinery as well? It's if your tech is still medieval, you have had to get lucky with taming or trading for boomalopes, trading for chemfuel, or raids by more advanced enemies and scavenging the ammo (that's smelting IIRC)? Is that the intention?