RimWorld

RimWorld

Combat Extended Important Ammo
55 Comments
lunatic_TH 12 Jun @ 5:44am 
middle save?
Dealer Mangan 14 Mar @ 6:35am 
The stocks do seem to get limited, but the prices are not affected.
Farbott 13 Jan @ 9:50pm 
1.5.... i beg of thee
WarlordKandyman 30 Nov, 2024 @ 2:03pm 
This is working on 1.5 for you guys ? not working for me.
arthurtlm 18 Nov, 2024 @ 3:59pm 
very nice for normal ammo, but explosive ammo, especially mortar ammo, just becomes too expensive.
WarFang 28 Sep, 2024 @ 5:24pm 
It appears to work with 1.5.
EyangKodok 31 Jul, 2024 @ 12:57pm 
1.5 please sir?
Dealer Mangan 31 Jul, 2024 @ 10:53am 
1.5?
洪世友-害兽退治者 2 Jul, 2024 @ 1:51pm 
Can we cancel the impact on MOD grenades or other explosives
Especially considering that the original explosives (grenades) are not affected
man_of_belief 1 Jul, 2024 @ 10:54pm 
and it works perfectly on 1.5 ver of ce
man_of_belief 1 Jul, 2024 @ 10:53pm 
1.5 update plz? and can you patch with some ammo types? like nuacepony said, mecanical ammos are way too expensive so i think we should lower the price for that.
Cypress, Master Spy of IKEA 29 Jun, 2024 @ 7:13am 
Will this be updated when CE's 1.5 update is released? This mod's one of my all-time favorites.
Nuacepony 15 Feb, 2024 @ 3:21am 
The price of 12x64mm is too high, the mechanical raid will lead to a lot of wealth, one raid = 100,000 silver
Tankmaster 25 Dec, 2023 @ 10:50am 
After running through the code it just goes by tech level, so for any modders trying to make their ammo not be affected or specifically be affected when it's not, just force the tech level to industrial or higher to make it have the changes.
Medieval or lower to not.
Illum Inatovych 26 Nov, 2023 @ 11:55am 
May i request a patch for some mod, good sire?
lol  [author] 4 Nov, 2023 @ 12:13pm 
@Rubber Ducky, I'm not the original author, but it seems to work with modded ammo too
Rubber Ducky 4 Nov, 2023 @ 5:03am 
Does this work on modded ammo? like autopatching or just changing the recipes? For example the halo UNSC ammo
lol  [author] 2 Nov, 2023 @ 6:18am 
@AD627, no, it doesn't change that. Only traders' inventory is affected
AD627 26 Aug, 2023 @ 8:46pm 
Does this also reduce the amount of ammo enemies have, or does it only affect the player?
ErikSte 7 Aug, 2023 @ 6:16am 
Hey, the spreadsheet linked in your description seems to be missing FYI.
lol  [author] 11 May, 2023 @ 11:10am 
@Meowdypardner no problem, have fun playing!
Rodericat 10 May, 2023 @ 11:34am 
It actually worked lmao. I thought that Island thing was just some crabs being bugged or something. Who woud've thought that some random biome would break ammo recipes... Thank you!
lol  [author] 10 May, 2023 @ 11:15am 
@Meowdypardner will try to look into that, thank you! While I'm on it it seems the issues could be with the Biomes Islands mod. If you have it well then it's not compatible with CE and that could be the root issue. Here's a similar error log without Important Ammo mod installed https://gist.github.com/HugsLibRecordKeeper/006bc136af02efdd4f59154cfbc59ea4 . And the Biomes Islands page says it's not compatible with CE: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2038001322
lol  [author] 10 May, 2023 @ 11:10am 
@Cypress BetterLoading has seen better days and is not really compatible with a lot of stuff since 1.4 rollout. RocketMan is the most advisable one on the performance side. Thank you for the kind words!
Rodericat 10 May, 2023 @ 9:02am 
Yeah, so my CE auto patcher setting were whatever the defaults are, i think it was race, weapon toughness and Pawnkind. I turned all autopatcher settings off, but that didn't help. That said, I get 2 errors upon loading the game, and when your mod was working fine, the other error was gone too. The first error still pops up even after I disable your mod, so must be a deeper issue with my mod list. No clue how any of these work lol. Here's my full log, maybe it could be of any use, idk: https://pastebin.com/GFDQ5thr
Cypress, Master Spy of IKEA 10 May, 2023 @ 7:23am 
I...can't for the life of me figure this out, but Faster Loading over on Github breaks this mod. I remove it, and everything works exactly as it should. Honestly I'll take it, I'm just happy to have this mod again. Thank you for updating it. I feel like CE is far lesser without this mod, the ammo recipes in vanilla CE are absurd, and bullet values are too.
lol  [author] 10 May, 2023 @ 7:12am 
Hey @Meowdypardner thanks for the report! Could you please check the Combat Extended autopatcher settings? Could be the issue with those
Rodericat 10 May, 2023 @ 2:21am 
Here's the error in question, maybe it'll be useful somehow:

at CombatExtended.BoundsInjector.Inject () [0x00394] in <4af84a89331c45c2b1e4482014c4214f>:0
- postfix vladlecteur.CombatExtendedImportantAmmo: Void CombatExtendedImportantAmmo.BoundsInjector_Patch:Postfix()
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00027] in <95de19971c5d40878d8742747904cdcd>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
Rodericat 10 May, 2023 @ 2:20am 
There's something weird going on with this mod for me.
It was giving out an error in main menu and did not work, none of the mod settings did anything. So i started disabling mods in groups untill the error was gone (I have 500+ mods so it took a while). I narrowed it down to Vanilla Ideology Expanded - Icons and Symbols and Vanilla Ideology Expanded - Relics and Artifacts , and surprisingly when i removed those two mods the error was gone and this mod began to work, the ammo recipes were changed.
But when i disabled some other mods I didn't need, the error came back and this mod broke again. That's pretty weird i guess?
Cypress, Master Spy of IKEA 9 May, 2023 @ 8:11pm 
Are there any known incompatibilities with this mod, or issues with it not working with more recent versions of Combat Extended? I cannot at all get this mod to work. The recipes will not change, the settings are present, I SEE the mod loaded, but debug option, changing chemfuel on or off, adjusting recipe production output, all of this does nothing to affect any recipes for anything.
Tonas 2 Apr, 2023 @ 8:48am 
I think this mod is messing up the disposable launcher recipes (both from CE and my own mod). Instead of getting the 1x and 5x bills, it gives me two 1x bills with different resource requirements. Perhaps a simple solution would be to implement a blacklist of recipes you don't want changed?
Pershonkey 18 Mar, 2023 @ 5:39pm 
Thanks for the mod! Great for low tech survival playthroughs.

Possible minor issue: The Rifle (Sabot) recipe looks like it's using the Intermediate Rifle formula. The rest of the full power Rifle recipes take 9 Steel, 2 Chemfuel, and 1 optional special ingredient, while the Rifle (Sabot) and all Intermediate Rifle only take 5 Steel, 1 Chemfuel, and 1 optional special ingredient.
Asian 15 Mar, 2023 @ 12:52pm 
I tried testing it with only CE and CE important ammo, the siege works as intended and the shells are dropped in. But when I enable CE propellant with CE important ammo it stops dropping the shells.

I did this with only vanilla, all dlcs, and CE in my mod list. Hope this helps!
lol  [author] 15 Mar, 2023 @ 11:20am 
@Asian Sorry about the error. Is it possible for you to reproduce it with only this or propellant mod installed?
Asian 14 Mar, 2023 @ 4:01pm 
Having an issue with sieges, there are no shells being dropped in. I think it might be a bug when using this mod with Combat Extended Propellant.
lol  [author] 6 Feb, 2023 @ 8:22am 
@Rook Sorry it didn't work as intended, and thanks for letting me know. I'll try to look into the issue
Rook 5 Feb, 2023 @ 1:17pm 
Okay, after a lot of trial and error ive determined that something in Vanilla Genetics Expanded is reseting the recipes, but im not sure what exactly it is.
Rook 5 Feb, 2023 @ 8:27am 
I've been trying to get this to work but no matter what i do the recipes wont change. i have all the combat extended stuff at the bottom of my modlist in the following order CE, CE Armory, CE Guns, CE Important Ammo
Dan van Dante 19 Jan, 2023 @ 7:30pm 
I loved this mod, thank you.
lol  [author] 18 Jan, 2023 @ 3:18am 
@Gryn Can't replicate on my side. Could be the Steam issue?
lol  [author] 18 Jan, 2023 @ 3:17am 
@Kitty It does not change the raiders' inventory. But it changes the amount that traders have. If the raiding party is a trader (some mods do that) then it is possible.
Gryn 2 Jan, 2023 @ 5:27am 
i cant instal this mod, steam write is have no installation files
Lady Sorcia 2 Jan, 2023 @ 2:19am 
Does this mod change how much ammo raiders have? seems sometimes a man in a war casket will rock up with 18,000 rounds of 7.62 for his minigun.
lol  [author] 22 Dec, 2022 @ 5:07am 
@LAJ-47FC9 (Liara) Huge modlists are still great fun to play so no need to trim due to such a small issue lol
LAJ-47FC9 22 Dec, 2022 @ 12:49am 
I had a feeling that might be the case. Ah well, can't blame me for trying. Suppose it's what I get when I have a grand total of 555 mods running! Just can't trim the damn thing down...
lol  [author] 21 Dec, 2022 @ 11:27am 
@LAJ-47FC9 (Liara) Mod order does not matter. Unfortunately, I really can't help due to the huge modlist of yours as most probably some other mod is be interfering with the prices. Though not the Propellant one — it was tested to be compatible.
LAJ-47FC9 18 Dec, 2022 @ 3:00pm 
This seems to be making recipes cheaper, but not reducing their output. I am using the mod that adds proper propellant, and about 569 other ones - does this one need to be moved around in the load order to work properly? Does it need to be after the Propellant one?
Stormtrooper 15 Dec, 2022 @ 12:46pm 
It's not like you can get much from them in the first place
lol  [author] 14 Dec, 2022 @ 10:47am 
@Fluzyy They still have the same amount