Quote from: vladtikhonov on December 02, 2022, 10:31:28 AMTotally fine. I'm not SladkiSlivki however and the "Ammo ingredient spreadsheet" has restricted access.
I have updated this mod to work for 1.4: Combat Extended Important Ammo. Hope it's alright with the author!
And here's a full CE mods collection, updated as of today.
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#1
Releases / Re: [1.3] Ammo Tweaks for CE
December 03, 2022, 07:07:31 PM #2
Releases / Re: [1.1] Sladki mods
September 13, 2021, 03:27:18 AMQuote from: dvegit0 on August 11, 2021, 08:57:05 PMNot right, all the mods have been updated to 1.3.
so Bargain Tweaks for 1.3 no right?
#3
Releases / Re: [1.2] Ammo Tweaks for CE
September 10, 2021, 08:43:15 PMQuote 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 AMHi. Here you go.
Hi, another request to update mod to 1.3.![]()
It`s a great mod.
Regards
[1.3] Dropbox | MediaFire
#4
Releases / Re: [1.2] Ammo Tweaks for CE
July 25, 2021, 06:43:07 PMQuote from: CrackaJack on July 17, 2021, 07:31:32 AMI'll take a look, but more information would be helpful.
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.
#5
Releases / Re: [1.2] Ammo Tweaks for CE
February 12, 2021, 08:58:00 AMQuote from: Tesert on February 12, 2021, 08:18:25 AMYes, it's the right way.Quote from: Sladki on February 11, 2021, 10:41:39 PMQuote from: Tesert on February 11, 2021, 08:15:30 PMTry to set boulder def techLevel < TechLevel.Industrial
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.
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!
#6
Releases / Re: [1.2] Ammo Tweaks for CE
February 11, 2021, 10:41:39 PMQuote from: Tesert on February 11, 2021, 08:15:30 PMTry to set boulder def techLevel < TechLevel.Industrial
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.
#7
Releases / Re: [1.2] Ammo Tweaks for CE
February 02, 2021, 06:38:38 PMQuote from: wrathofdog on February 02, 2021, 02:23:34 PMCE 3.5? Works fine for me.
Latest update of CE seems to be overwriting this mod's changes, at least for ammo recipes!
#8
Releases / Re: [1.2] Ammo Tweaks for CE
February 01, 2021, 09:49:25 AMQuote from: wedgebert on January 26, 2021, 01:36:54 PMThat'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.
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.
#9
Releases / Re: [1.2] Ammo Tweaks for CE
January 26, 2021, 12:38:25 AMQuote from: wedgebert on January 25, 2021, 01:56:53 PMDo mechanoids ammo has use? If not a solution could be changing market values in defs.
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.
#10
Releases / Re: [1.1] Sladki mods
January 24, 2021, 10:24:31 AMQuote from: Erik99 on January 24, 2021, 06:51:16 AMI don't know. Tell if it's not.
idle power consumption works in 1.2?
#12
Releases / Re: [1.1] Ammo Tweaks for CE
January 17, 2021, 08:35:57 PMQuote from: rotnub on January 17, 2021, 11:10:15 AMI'll try to update this week.
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!
#13
Releases / Re: [1.1] Sladki mods
July 12, 2020, 02:19:18 AM
Bargain Tweaks: Roalty DLC compatible.
#14
Releases / Re: [1.1] Sladki mods
July 11, 2020, 02:17:35 PMQuote from: Kori on June 30, 2020, 02:41:49 PMI don't know what's the reason to round price higher than 10. The only sane way I can change this behaviour is to change one global method that is being used by other things in the game, but it might cause troubles later and I don't want to copy and paste a dozen of lines to just change one character after.
Thanks, I hope it will be an easy fix!
Yes, 99.5 would be good. 10 is a bit too low...
The price tooltip still shows correct number though.
#15
Releases / Re: [1.1] Sladki mods
June 29, 2020, 06:59:09 PMQuote from: Kori on June 28, 2020, 12:08:39 PMHello, I will investigate.
Hello Sladki,
there is a bug with Bargain Tweaks and Royalty.
When the Royal Tribute Collector arrives and you open the trade window to give them tributes, the window will be empty and you can't do anything else but hit Esc to close it again.
Quote from: Kori on June 28, 2020, 12:08:39 PMI guess, it is something with the game. The mod rounds only numbers higher than 99.5.
Also is it vanilla behavior now that during trades the decimals for prices will only be shown for amounts smaller than 10? Prices now look like this:
-15
-8.22
-17
-3.76
An option to allow decimals for all prices would be very nice!