RimWorld

RimWorld

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Generic Ammo Fixes [OLD]
   
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Mod, 1.4
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23 Sep, 2023 @ 1:27pm
22 Oct, 2023 @ 2:04pm
9 Change Notes ( view )

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Generic Ammo Fixes [OLD]

Description
This mod is currently abondoned as the CE devs keep breaking stuff.


A handful of fixed and tweaks to improve the Combat Extended generic ammo experience. The mod is mainly intended to be used with Vanilla Expanded and its adjacent mods (Mods like Sarg's Alpha Mechs) instead of any mods like Combat Extended: Guns. Patches are loaded when the corresponding mods are loaded, thus all mods below are optional. Changes are listed below.

Vanilla Weapons Expanded - Coilguns and Vanilla Weapons Expanded - Frontier
- All gauss weapons have been changed to use a unified Railgun Sabot.

Vanilla Weapons Expanded and Vanilla Factions Expanded - Pirates
- The VWE Flintlock and Musket weapons, as well as the Cannon from VFE-P have been moved to Combat Extended's Gunpowder research.

Vanilla Weapons Expanded
- Combat Extended's Grenade Launcher weapon has been removed in favor of VWE's Grenade Launcher.

Vanilla Vehicles Expanded - Tier 3
- The mobile artillery is patched to return to using mortar shells.

Vanilla Factions Expanded - Pirates
- Warcasket Railgun is patched to use the new generic Heavy Railgun Sabot.

Vanilla Factions Expanded - Empire
- The New Family scenario is patched by Combat Extended to add substandard '5.56x45mm NATO (Incendiary)' ammo for the Assault Rifle and the Generic Mode autopatcher does not seem to pick this up. I manually removed this patch and replaced it with Intermediate rifle cartridges (AP-I) of the same amount.

Vanilla Furniture Expanded - Security
- Barbed Wire added by Combat Extended is removed in favor of VFE-S' Barbed Wire.
- Artillery now uses standard shells.
- 'Raider_Turret_Artillery' is removed. For context, 'Raider Artillery' is a CE workaround artillery that fires 155mm projectiles from 80mm shells. Since this mod patches the artillery to return to using normal shells, this workaround is removed.
- Railgun Turret is patched to use the new generic Heavy Railgun Sabot.
- Artillery now uses reinforced barrels like the vanilla Mortar.
- Research is tweaked so that the Autocannon is unlocked *after* the Double Autocannon, not before.

Vanilla
- The mortar and its shells have been returned to their vanilla names.
- 50mm rockets used by the Rocketswarm Launcher have been renamed to generic rockets.
- Various fuel cans used by the Inferno Cannons (Vanilla, Reinforced Mechanoids 2, Vanilla Expanded, so on.) have been patched to use a single, unified Inferno Canister.
- 30x64mm fuel cans used by the Incendiary Launcher have been merged into to a single, unified fuel canister set.
- Various mech shell calibers have been given the similarTo entry that some were missing.

Alpha Mechs
- Demolisher Charge and Siege Cannon weapons are patched to use mortar shells.
- The various railgun weapons are patched to use the generic Railgun Sabot.

Combat Extended
- Some turrets added by Combat Extended have been removed in favor of Vanilla Expanded's turrets while others have been removed. For example, the Charge Blaster has been removed as a similar weapon exists while the mounted grenade launcher has only been renamed as it doesn't have a VE equivalent.
- Fixed a missing space in the ''Give ammo to'' tooltip.
- Mounted Grenade Launcher has been given a new AmmoSet so that it can utilize all grenades, both those from CE and ones added from mods like the Grenade Ammo Pack.
- Reverts some rare instances where the CE patches of mods, for some reason, renames guns to their real life counterparts.

Biotech
- Combat Extended's Gas Mask is removed in favor of Biotech's Gas Mask.

Vanilla Weapons Expanded - Non-Lethal
- 40x46mm tear gas grenades have been renamed to tear gas canisters.
- .43 cal rubber cartridges have been renamed to Rubber bullets.
I had some further plants with this (Like removing the tear gas launcher entirely and moving tear gas canisters to the normal grenade launcher.) but I stopped as I felt VWE-NL is simply not in a great place right now. Tear gas isn't stopped by CE's gas masks, rubber bullets ignore armor, so on and so forth. These changes are pretty surface level, just making them fit the rest of the generic ammo lineup.

Let me know if there's anything I missed and I'll see what I can do.


FAQ
Q: Do I need the VVE/CE Generic Ammo Fix or CE/VE Gunpowder Fix mods seperately from this?
A: No! Those mods have been merged into this one. If you've been using those in the past, it's safe to switch over to this mid-save.
11 Comments
Euterpe  [author] 4 Nov, 2023 @ 4:33pm 
for everyone looking to use this, I pushed out an update that's currently flawless with the github development version. I don't know when it'll be pushed to Steam, but you can use that until then.
Euterpe  [author] 2 Nov, 2023 @ 8:00am 
@Ranger Dimitri oh no, it's just not maintained anymore
Ranger Dimitri 1 Nov, 2023 @ 9:34pm 
Oh, so it's still usable? I thought you were going to remove it or something.
Euterpe  [author] 1 Nov, 2023 @ 7:17am 
@Ranger Dimitri you can find that gunpowder patch standalone on my published mods
Ranger Dimitri 31 Oct, 2023 @ 5:47pm 
So is there no patch for CE/VE Gunpowder that doesn't require Generic ammo to be enabled? Aside from the one you had posted prior that is? Unless that also requires Generic Ammo to be enabled as well.
Euterpe  [author] 31 Oct, 2023 @ 1:46pm 
@Ranger Dimitri yes, this mod is meant to be used with the generic ammo setting turned on. I wouldn't recommend using it just now though, the ce devs broke generic ammo in the process of making generic mech shells and I'm still waiting on a fix on their end.
Ranger Dimitri 31 Oct, 2023 @ 7:14am 
Is Generic Ammo required for the various patches? Because I for one don't mind having to manage various different ammo types whenever I do CE.
Junko 15 Oct, 2023 @ 11:27am 
@turkler do you know if there's any early/experimental release of the patch? I really really want to play rimworld w/the vehicles but I can't live without CE
Euterpe  [author] 15 Oct, 2023 @ 2:39am 
@Jägeraz the CE team are working on a patch of their own. there's some code-related issues that I can't solve myself (like the mobile artillery not being able to fire) though I will make a generic ammo patch as soon as the mod is patched to be CE compatible by the CE devs
Junko 15 Oct, 2023 @ 2:22am 
can you patch VE vehicles tier3