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Cheers
I see that someone has proposed the idea of it because while base CE does offer the option to play without ammo, you lose out on the ability to switch ammo. This mod helps with alleviating the micromanagement of ammo logistics but it takes away reloading as a tactical consideration.
Once again, thank you for the work
Weapons consume ammo, but a pawn has an infinite amount of it, so you can just reload indefinietly, just asking because I'd like weapon reloading to be properly functional and mag sizes to matter
When compiling my codes, Vehicles mod was referenced, but if there is no Vehicles mod in your mod list, it may result in red error (which will definitely happen if developer mode is turned on), but it has no actual impact.
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
更新后开新档会出这个红字
Added to the settings.