RimWorld

RimWorld

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[LTS]Ammunition - Simple Ammo Pack
   
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Mod, 1.3, 1.4, 1.5, 1.6
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729.989 KB
4 May, 2022 @ 4:36am
15 Jun @ 6:01am
13 Change Notes ( view )

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[LTS]Ammunition - Simple Ammo Pack

Description




The Simple Ammo pack provides just the very basics of ammo management, weapons will fire their original ammunition based on their vanilla stats, and ammo are more general purpose and is primarily based on tech level (e.g. Industrial Ammo, and Spacer Ammo).

[ko-fi.com]



Damage profiles for weapons remain unchanged, and what type of ammunition a weapon requires has no effect on the weapons stats, this ammo pack is made strictly to only provide a rudimentary ammo management system.


Each weapon will require the appropriate type of ammunition based on their tech level (e.g. Industrial ammo and Spacer ammo), the only exception being explosives, explosives will require explosive ammo.


Perhaps you'd like to check out other ammo packs:


The Advanced Ammo pack provides a more in-depth take on ammo management, where ammunition provides its own damage profile, while still based on the vanilla damage profile, this version includes ammo calibers (e.g. 9mm and 12 Guage), as well as ammo variety (e.g. 9mm FMJ, 9mm HP, 9mm AP), each ammo variant having their own unique effect.

Other ammunition packs:
  • Just Another Ammo Pack – Adds additional ammo that does not exist in the Advanced Ammo Pack (e.g. 40mm grenades, .308 Winchester, etc.).


Note: Any inaccuracy in the following list of translations is not our responsibility, for corrections, please contact the translator through their workshop page.
  • None at this moment


Partial Incompatibility list:
  • None at this moment
Incompatibility list:
  • None at this moment


Q: Why can't my pawns shoot?
A: Make sure your pawns have a kit equipped, and said kit has ammo.

Q: Can I mix and match different ammo packs?
A: Yes! there should be no hard incompatibilities between ammo packs, just make sure to go through your gun list and configure them properly.

[discord.com]

ELIF_ – art
Shotty – testing

Many thanks to the folks over at Yggdrasil and my friends for their support

Code by LTS, art by ELIF_ and everything owned by LTS. Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


  • None at this moment
240 Comments
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.