RimWorld

RimWorld

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The Generic Ammo Experience for Combat Extended
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Mod, 1.5, 1.6
File Size
Posted
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11.147 MB
7 Jul, 2024 @ 4:56pm
30 Oct @ 2:23am
381 Change Notes ( view )

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The Generic Ammo Experience for Combat Extended

In 2 collections by turkler
turkler's Combat Extended mods
12 items
The best of the Experience
43 items
Description
[discord.gg]

This mod aims to deliver a cohesive experience built around generic ammo.

I personally love Combat Extended but managing the various calibers that get passed around, especially with a lot of mods adding weapons, is such a pointless chore. The generic ammo option exists to alleviate this but it has many, many flaws. This mod not only aims to address those flaws and deliver a solid experience built around generic ammo.

A brief list of features

- Multiple ammo types have been made generic!
While base Combat Extended itself has a few generic ammo calibers, many ammo types lack generic counterparts. Railgun sabots, fuel cells, rocket grenades, etc. now all have generic variants!

- ...and weapons have been made generic, too!
As you can probably guess by the mod's name, I'm not a big fan of real weapon names. With this mod, weapons from mods like Combat Extended Guns will have more generic names to fit the theme.

- Extensive mod support!
The Generic Ammo Experience supports a lot of mods - from big packs like the Vanilla Expanded series to small weapon mods like Rimsenal - and comes with many patched built-in for extensive compatibility. Many mod content overlaps of all kinds are resolved - weapons, structures, emplacements, everything. You won't find any odd duplicates!

For a list of all mods with included compatibility patches, look at the pinned post in the discussions tab.

- Many new textures!
The low-resolution, out-of-style textures of many items from Combat Extended - be it the tribal backpack from the main mod or the large backpack from the armors addon - are replaced with cleaner textures that fit perfectly alongside vanilla.
Ammo textures have received special attention. Many calibers previously lacked unique sprites, with some generic cartridges - like the trio of magnum rifle rounds, anti-material rounds and autocannon shells - sharing the same sprite. The experience implements many new textures, both retexturing existing ammo items but also adding new unique textures to calibers that previously lacked them.

- A small variety of new content!
Research projects for items that previously lacked them, new autoturrets and autoloaders to take advantage of Combat Extended mechanics are included as I feel like they're missing from base Combat Extended. I try to keep any new major content additions to a minimum to avoid bloat.

- A lot, and I mean a LOT of fixes!
Have you ever been annoyed about real ammo appearing under research projects even with the generic ammo setting turned on? Me too, that's why - using a patch over a thousand lines long - I've removed all non-generic ammo from the research tab, the stockpile tab, etc.
There's a lot of bug fixes for Combat Extended in general for issues like huge pawns being able to fire over walls.
Combat Extended also breaks many modded items, like the Ammo Box from Vanilla Furniture Expanded - Security no longer granting a buff to nearby pawns or the quiver from Vanilla Apparel Expanded — Accessories no longer allowing primitive weapons to fire faster. This mod implements fixes for many of these issues.

There are so, so many more fixes that I can't really list here. I keep an extensive record of changes in the changelogs tab, if you're curious on all changes.

- ...and a lot of polish!
Ammo items are now sorted to the end of the item lists in the research tab, item categories have been reworked to be a lot more convenient, so on and so forth. The mod has too many quality-of-life changes to list here.

Q&A
I found an issue, what should I do?
Report them in my Discord server.
[discord.gg]

Recommendations
- Try to load this mod towards the bottom of your mods list.

- Strongly consider installing Buffs 'n Nerfs, another mod of mine. The mod is technically optionaly but I very strongly recommend that you install it alongside the Generic Ammo Experience for a far more cohesive experience.

You can find Buffs 'n Nerfs at: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3304694092

While you're at it, feel free to get my weapon range rebalance mod as well.

You can find Weapon Range Rebalance at: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3297377682

- Install Vanilla Weapons Expanded. While it's *technically* optional, this pack practically assumes that you do and you will find yourself lacking in terms of weapon options if you don't. Combat Extended, as the name suggests, greatly expands combat and creates many new niches that are not filled by default.

- Install Combat Extended Guns alongside Vanilla Weapons Expanded. While not strictly necessary, some additions like the rocket launchers are almost necessary to have. Rest assured, Generic Ammo Fixes also patches - and removes a fair bit of - all additions from Combat Extended Guns to fit the more generic style of weapons and ammo.

You can find Combat Extended Guns here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1582570547

Credits
Ammo sprites were commissioned by me and illustrated by the wonderful Times New Roman.
Popular Discussions View All (3)
63
25 Oct @ 8:17pm
PINNED: List of mods patched and tested with the experience
turkler
443 Comments
turkler  [author] 9 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