Ludeon Forums

Ludeon Forums

  • February 28, 2021, 05:21:57 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4

Author Topic: [1.2] Ammo Tweaks for CE  (Read 17060 times)

ruPal

  • Drifter
  • **
  • Posts: 41
  • Refugee
    • View Profile
Re: [1.0] Ammo Tweaks for CE
« Reply #30 on: March 24, 2020, 07:56:04 AM »

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).
Logged

dahbakon

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: [1.0] Ammo Tweaks for CE
« Reply #31 on: March 25, 2020, 10:21:33 PM »

i absoloutely love your mods, eagerly awaiting the 1.1 update!
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.1] Ammo Tweaks for CE
« Reply #32 on: March 26, 2020, 04:51:05 AM »

Updated for 1.1

rotnub

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [1.1] Ammo Tweaks for CE
« Reply #33 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!
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.1] Ammo Tweaks for CE
« Reply #34 on: January 17, 2021, 08:35:57 PM »

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.

rotnub

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [1.1] Ammo Tweaks for CE
« Reply #35 on: January 22, 2021, 12:55:58 AM »

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.
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #36 on: January 23, 2021, 11:29:45 AM »

Updated for 1.2

wedgebert

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #37 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.

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.
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #38 on: January 26, 2021, 12:38:25 AM »

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.
« Last Edit: January 26, 2021, 12:41:18 AM by Sladki »
Logged

wedgebert

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #39 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.
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #40 on: February 01, 2021, 09:49:25 AM »

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.

wrathofdog

  • Drifter
  • **
  • Posts: 22
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #41 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!
Logged

Sladki

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #42 on: February 02, 2021, 06:38:38 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.

wrathofdog

  • Drifter
  • **
  • Posts: 22
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #43 on: February 02, 2021, 09:02:04 PM »

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). 
Logged

Canute

  • Transcendent
  • *****
  • Posts: 9809
  • Refugee
    • View Profile
Re: [1.2] Ammo Tweaks for CE
« Reply #44 on: February 03, 2021, 03:05:04 AM »

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.
Logged
Pages: 1 2 [3] 4