Ammo Tweaks for Combat Extended
(https://i.imgur.com/EZCyYwY.jpg)
Description:Personally, I had two problems with CE ammo: having to craft only few times and tons of HE toys on traders. This is an attempt to shift focus on ammo a little bit. Things that the mod changes:
- Ammo is like a currency. There is no minimal price (0.50$) on it, trade multiplier is 15% (instead of 40%).
- Traders pack animals are not army trucks full of mortar shells anymore. Arriving traders will try to not bring exploding stuff for sale.
- All traders ammo stocks are significantly lower. Relations with factions affect available ammo supply of their traders.
- Ammo recipes output decreased by 25 times. Most of them require chemfuel.
(https://i.imgur.com/xSIpnKn.jpg)
Download[1.3] Dropbox (https://www.dropbox.com/s/etzic8t7fbus8c2/AmmoTweaksCE.zip?dl=1) | MediaFire (https://www.mediafire.com/file/u0wv13btg56tagt/AmmoTweaksCE.zip/file) [1.2] Dropbox (https://www.dropbox.com/s/ig1obbdfpqna4bc/AmmoTweaksCE.zip?dl=1) | MediaFire (http://www.mediafire.com/file/f79c3cvi0qpiwv6/AmmoTweaksCE.zip/file) [1.1] Dropbox (https://www.dropbox.com/s/acaelv9e02w4nwy/AmmoTweaksCE.zip?dl=1) | MediaFire (http://www.mediafire.com/file/0d4ge8qdnlnxbec/AmmoTweaksCE.zip/file) [1.0] Dropbox (https://www.dropbox.com/s/hmhgnpbn7veiomy/AmmoTweaksCE.zip?dl=1) | MediaFire (http://www.mediafire.com/file/lmznhqd2ioop1z1/AmmoTweaksCE.zip/file) How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Should be compatible with other mods. Does not require new save and can be safely deleted from existing.
Why ammo crafting requires chemfuel?
Quote from: temple_wing on January 20, 2019, 09:05:17 PM
Why ammo crafting requires chemfuel?
To make recipes more complex and find usage for chemfuel. For most of the ammo, 50 chemfuel for 1000 shots.
Quote from: temple_wing on January 20, 2019, 09:05:17 PM
Why ammo crafting requires chemfuel?
Chemfuel used for gunpowder analogue synthesis, if think logically
Makes sense, but i would like to have some more Ammunition,
Full Metal Jacket is Stronger true, but i think rather have regular steel ammunition which should be cheaper than FMJ and doesn't make sense why everyone is making them when FMJ is Expensive IRL...
Or make Plasteel 5.56 ammunition or Snakeshot .45 ACP or High Velocity .50 BMG...
FMJ should have higher armor penetration, but doing less damage since it don't deform/split like regular ammo.
But against target's with good armor it is doing better damage then regular ammo, since the regular get blocked more.
Quote from: Canute on January 21, 2019, 03:56:21 AM
FMJ should have higher armor penetration, but doing less damage since it don't deform/split like regular ammo.
But against target's with good armor it is doing better damage then regular ammo, since the regular get blocked more.
True, it will be easy to make lots of Regular ammunition, but then you get guys with Tougher Armor and thus you have to make the more expensive or buy Armor Piercing or FMJ, and heck, Plasteel Bullets... :P
Quote from: Kirby23590 on January 21, 2019, 03:10:37 AM
Makes sense, but i would like to have some more Ammunition,
Full Metal Jacket is Stronger true, but i think rather have regular steel ammunition which should be cheaper than FMJ and doesn't make sense why everyone is making them when FMJ is Expensive IRL...
Or make Plasteel 5.56 ammunition or Snakeshot .45 ACP or High Velocity .50 BMG...
I think that CE FMJ is regular ammo, and CE AP is FMJ irl:
* Crafting AP requires more steel (in order to extract necessary hard components, I guess, since Rimworld steel is not just steel). It also takes more time to craft. AP damage less than FMJ and has higher penetration.
* FMJ requires less time than AP and HP, the same materials as HP to craft.
* .50 BMG AP (Sabot) requires uranium for crafting.
FMJ, is just, basic, ball ammunition
most modern ammunition as far as I'm aware is FMJ; in the case of handguns, JHP hollow point functions worse in a penetration standpoint because that's its function, to not over penetrate, not because it isnt coated in a metal jacket
https://en.wikipedia.org/wiki/Hollow-point_bullet
and a tendency to over penetrate a unarmored target, doesn't necessarily mean it has better penetration
https://youtu.be/ygaSMeTh-f0?t=1m45s
https://youtu.be/Z5rxq7ZXVws?t=8m45s
basically what I believe is if you think .45 colt is going to go through so much as a frying pan stapled to the forehead of a tribal you're probably wrong no matter the ammunition without some luck or several follow up shots; AP ammo or not its not practical, think smaller, 9mm or rifle caliber for penetration, like the rest of the world did
I guess take me speechin with some salt, Im not even close to an expert with this stuff; dont know much about powders and grains and whatnow
Can you make all features optional, please?
(https://i.imgur.com/Otht5xy.jpg)
Added settings.
Thank you!! :)
Maybe I'm doing something wrong, but it's not working?
Quote from: Mersid on February 10, 2019, 04:31:30 AM
Maybe I'm doing something wrong, but it's not working?
Recipe tweak and ammo price both?
Hm, I have not checked the ammo price thing, but for the recipe tweak, it does not work. I have tried setting the mod order (so it loads before/after CE), and also reinstalling both. Neither fixed it. I can confirm the mod loads by the mod's config menu being available, but afaik tweaking the ammo multiplier does nothing. Just to confirm, even with this mod, the loading bench is the primary method to make ammo, right?
Quote from: Mersid on February 10, 2019, 01:43:42 PM
Just to confirm, even with this mod, the loading bench is the primary method to make ammo, right?
Yeah.
Try out this version: https://www.dropbox.com/s/t3vxdykpvtl428q/AmmoTweaksCEDebug.zip?dl=1 (https://www.dropbox.com/s/t3vxdykpvtl428q/AmmoTweaksCEDebug.zip?dl=1)
Make active Development mode in game settings, enable Debug mode in the mod settings. Restart the game and harmony.log.txt should appear on the desktop. Upload it on pastebin or send content via pm, please.
Are you using any other mods?
I tried following your instructions, but no logs were placed on the desktop. The closest I can do is the HugsLib log at https://git.io/fhQan. Quick testing shows that of those mods, at least Advanced Biomes and one or more other mods cause the issue. I do not know why.
Quote from: Mersid on February 12, 2019, 12:44:23 AM
I tried following your instructions, but no logs were placed on the desktop. The closest I can do is the HugsLib log at https://git.io/fhQan. Quick testing shows that of those mods, at least Advanced Biomes and one or more other mods cause the issue. I do not know why.
The log is enough: some mod that adds "PoisonDeer", not sure what it is, has a error or conflict with Combat Extended (Bounds Injector). That prevents execution of the tweak (and can cause CE errors). I can find another way to apply the tweak or you can disable the conflicting mod. You can also tell an author of the mod about the error:
Exception from long event: System.Exception: PoisonDeer.lifeStages[0].dessicatedBodyGraphicData ---> System.Exception: BoundMap(,) ---> System.Exception: CombatExtended :: CropVertical error while cropping Textures/Things/Pawn/Animal/Dessicated/CritterDessicatedMedium_side ---> System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic,CombatExtended.BoundsInjector/GraphicType) <0x0013a>
at (wrapper dynamic-method) CombatExtended.BoundsInjector.Inject_Patch1 () <0x0070a>
--- End of inner exception stack trace ---
at (wrapper dynamic-method) CombatExtended.BoundsInjector.Inject_Patch1 () <0x00904>
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (bool&) <0x0006b>
Yep. Turns out it was only Advanced Biomes. It had the poison deer. Is there a particular reason that the poison deer conflicts? It's an unlikely combination... but great work on the mod nonetheless!
Quote from: Mersid on February 12, 2019, 03:26:22 AM
Is there a particular reason that the poison deer conflicts?
Combat Extended can't get or process some texture.
Hi Sladki, I know is a shot in the dark, but I'm having a problem very similar to Mersid: can't get the modified ammo recipes to work.
This is the log: https://gist.github.com/368470ed29fdb174bfc2f48c1a87f431
Thanks a lot.
It seems the latest 1.6 update of CE broke this mod for me. I only see the chemfuel requirements on a few ammo types now instead of all. The armor system was changed, so I'm guessing some of the ammo definitions were also changed.
Read my previous post. That happened before the new version of CE too, so maybe there is another mod at fault here, but we don't have an answer yet.
Quote from: makute on November 02, 2019, 12:02:31 PM
Read my previous post. That happened before the new version of CE too, so maybe there is another mod at fault here, but we don't have an answer yet.
Ok, the mod was working perfectly fine for me before the update to CE however.
Well, this doesn't looks good then. It's obvious we need @Sladki to shed some light on this issue, but his last post is from April, so...
Quote from: makute on October 10, 2019, 08:32:52 AM
Hi Sladki, I know is a shot in the dark, but I'm having a problem bery similar to Mersid: can't get the modified ammo recipes to work.
This is the log: https://gist.github.com/368470ed29fdb174bfc2f48c1a87f431
Thanks a lot.
Yeah, I will investigate.
Quote from: makute on November 02, 2019, 01:04:56 PM
Quote from: Frydendahl on November 02, 2019, 12:56:16 PM
Try out new version please.
I don't know what the problem was, but all I had to do is just to recompile the mod.
Sladki, may I ask you to post this mod on Steam Workshop? Like the idea of the mod and want to include it tomod collection to share with others. If you do not want to mess with Steam Workshop, I want to ask your permission to do that myself with proper credits, of course.
Quote from: Penchekrak on November 05, 2019, 09:31:22 AMSladki, may I ask you to post this mod on Steam Workshop?
I don't have a copy of the game on Steam, so I have no access to the Workshop.
Quote from: Penchekrak on November 05, 2019, 09:31:22 AMI want to ask your permission to do that myself with proper credits, of course.
Yeah, it would be cool.
Awesome, I will give a try through the workshop as well.
Hi, Sladki. Just wanna ask are you still here and plan to update this great mod for compatibility with CE 1.1 (which is in beta stage of development and is available on github https://github.com/CombatExtendedRWMod/CombatExtended/tree/zhrocks11Dev).
i absoloutely love your mods, eagerly awaiting the 1.1 update!
Updated for 1.1
Not sure if the mod is still maintained but it seems it stopped working in 1.2, really need this mod, hope it can be updated!
Quote from: rotnub on January 17, 2021, 11:10:15 AM
Not sure if the mod is still maintained but it seems it stopped working in 1.2, really need this mod, hope it can be updated!
I'll try to update this week.
thanks in advance, Сладкий! hope it wont be too much of a hassle. I really dont get pricing and craft balance in CE, I think your system should be default in that mod.
Updated for 1.2
Is there anything that can be done about 12x64mm Charged cartridges? Mechs seem to carry crazy amounts (especially centipedes who drop 1,000 of them) and they're worth $12 each even with this mod installed.
Disabling "Ammo is a currency" lets the price fall from an adjusted $11 per cartridge to about $7.50 but that still seems way to high since I have 7,000 of them. Also seems backwards since the tooltip says that having it enabled means no minimum price, but all my ammo prices are lower with it turned off.
Quote from: wedgebert on January 25, 2021, 01:56:53 PM
Is there anything that can be done about 12x64mm Charged cartridges? Mechs seem to carry crazy amounts (especially centipedes who drop 1,000 of them) and they're worth $12 each even with this mod installed.
Do mechanoids ammo has use? If not a solution could be changing market values in defs.
I'm not sure if they have a use. I tried lowering the market value from its default setting of 1.35 to 0.01 and after restarting the game, there was no change in the price. The name of the ammo did change though, I put an ! on the end to make sure I was editing the correct file.
Quote from: wedgebert on January 26, 2021, 01:36:54 PM
I'm not sure if they have a use. I tried lowering the market value from its default setting of 1.35 to 0.01 and after restarting the game, there was no change in the price. The name of the ammo did change though, I put an ! on the end to make sure I was editing the correct file.
That's odd. My mod only recalculates market value of ammo that have recipe. Do you have any mods installed that make 12x64mm Charged craftable? You can check do the ammo has recipe by enabling debug mode in the mod settings, restarting the game after that and looking for "MakeAmmo_12x64mm" in console or harmony.log.txt on your desktop.
Latest update of CE seems to be overwriting this mod's changes, at least for ammo recipes!
Quote from: wrathofdog on February 02, 2021, 02:23:34 PM
Latest update of CE seems to be overwriting this mod's changes, at least for ammo recipes!
CE 3.5? Works fine for me.
Really? Huh. My ammo recipes are suddenly back to being for lots of 500 and not requiring chemfuel. I'm using a Steam workshop version of your mod, though; I wonder if that's why (though it should be up-to-date).
Do you use other mods too ?
Maybe try out a minimal modlist with just CE ,Ammo tweaks and maybe WikiRim (to see recipes at the help).
Then start a new colony and check the recipes and stats of the ammo.
I noticed the boulders from vanilla furniture expanded - security also get the chemfuel requirement and ammo reduction, I doubt this is intended. Tried to tweak it myself but couldn't figure it out, could use help.
Quote from: Tesert on February 11, 2021, 08:15:30 PM
I noticed the boulders from vanilla furniture expanded - security also get the chemfuel requirement and ammo reduction, I doubt this is intended. Tried to tweak it myself but couldn't figure it out, could use help.
Try to set boulder def techLevel < TechLevel.Industrial
Quote from: Sladki on February 11, 2021, 10:41:39 PM
Quote from: Tesert on February 11, 2021, 08:15:30 PM
I noticed the boulders from vanilla furniture expanded - security also get the chemfuel requirement and ammo reduction, I doubt this is intended. Tried to tweak it myself but couldn't figure it out, could use help.
Try to set boulder def techLevel < TechLevel.Industrial
Managed to fix it by changing the parent of the boulder from generic AmmoBase to NeolithicAmmoBase. Not really familiar with rimworld modding so was curious as to if this was the "right" way to do it. Thanks by the way!
Quote from: Tesert on February 12, 2021, 08:18:25 AM
Quote from: Sladki on February 11, 2021, 10:41:39 PM
Quote from: Tesert on February 11, 2021, 08:15:30 PM
I noticed the boulders from vanilla furniture expanded - security also get the chemfuel requirement and ammo reduction, I doubt this is intended. Tried to tweak it myself but couldn't figure it out, could use help.
Try to set boulder def techLevel < TechLevel.Industrial
Managed to fix it by changing the parent of the boulder from generic AmmoBase to NeolithicAmmoBase. Not really familiar with rimworld modding so was curious as to if this was the "right" way to do it. Thanks by the way!
Yes, it's the right way.
Aloha. A friend of mine sais this mod doesnt work on 1.2 anymore. He has some network issues and cant login here, lives in china, thats why the message is coming from me.
Quote from: CrackaJack on July 17, 2021, 07:31:32 AM
Aloha. A friend of mine sais this mod doesnt work on 1.2 anymore. He has some network issues and cant login here, lives in china, thats why the message is coming from me.
I'll take a look, but more information would be helpful.
Hi Sladki, do you have any plans to update your mod to 1.3? On it self its working without issues, but you can not trade with settlements that offers ammunition. Somewone says, the trading tweaks need some rewokr.
Thanks for your mod (idea and concept are brilliant) i use it also with some custom ammo crafting mod, works perfect.
Hi, another request to update mod to 1.3. ;)
It`s a great mod.
Regards
Quote from: dok on August 05, 2021, 08:35:37 AM
Hi Sladki, do you have any plans to update your mod to 1.3? On it self its working without issues, but you can not trade with settlements that offers ammunition. Somewone says, the trading tweaks need some rewokr.
Thanks for your mod (idea and concept are brilliant) i use it also with some custom ammo crafting mod, works perfect.
Quote from: amnesiak77 on August 23, 2021, 04:37:41 AM
Hi, another request to update mod to 1.3. ;)
It`s a great mod.
Regards
Hi. Here you go.
[1.3] Dropbox (https://www.dropbox.com/s/etzic8t7fbus8c2/AmmoTweaksCE.zip?dl=1) | MediaFire (https://www.mediafire.com/file/u0wv13btg56tagt/AmmoTweaksCE.zip/file)
For some reason doesnt change the recipes for me.
EDIT: Its better loading. Because ammo tweaks are applied at startup and betterloading changes startup. Ah, whatever, i only need that for testing and stuff anyway.
Hey there, amazing must have mod! looks like there are some issues with this and Vanilla Genetics Expanded, not really sure what the conflict is and I'm not too savvy with the way stuff is loaded at launch and stuff, but it simply does not function with VGE. Any chance for an update or a fix?
Great mod, still using it. Thank you!
I have updated this mod to work for 1.4: Combat Extended Important Ammo (https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2895478795). Hope it's alright with the author!
And here's a full CE mods collection (https://steamcommunity.com/workshop/filedetails/?id=2895889394), updated as of today.
Quote from: vladtikhonov on December 02, 2022, 10:31:28 AM
I have updated this mod to work for 1.4: Combat Extended Important Ammo (https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2895478795). Hope it's alright with the author!
And here's a full CE mods collection (https://steamcommunity.com/workshop/filedetails/?id=2895889394), updated as of today.
Totally fine. I'm not SladkiSlivki however and the "Ammo ingredient spreadsheet" has restricted access.