Jagged Alliance 3

Jagged Alliance 3

Zulib Weapons Core
Minor bugs in ammo crafting recipes
I noticed some minor quirks in the ammo crafting recipes. I'm using Rato's GBO and ToG and apparently the crafting recipes in that set-up are defined by this mod.

1) 12-gauge buckshot shells are crafted in batches of 40 whereas the other types of 12-gauge ammo are crafted in batches of 10. All cost 5 parts, 1 gunpowder, and 3H30M at 100 EXP except for breacher (which requires 10 parts), but buckshot yields 4x as many shells. Bobby Ray's still sells all of them in boxes of 12.

2) .44 subsonic is crafted in batches of 30 whereas the other types of .44 ammo are in batches of 24.

3) The pistol/SMG rounds added from ToG take more resources to craft than the original rounds like 9mm and .44. For example, .380 ACP requires 10 parts, 1 gunpowder, and 7H 30M (at 100 EXP) to craft 30 rounds, whereas 9mm requires only 5 parts, 1 gunpowder, and 5H and .44 requires 8 parts, 1 gunpowder, and 5H. Their higher resource cost also applies to their armor piercing and other variants. It looks like the new ToG pistol/SMG rounds require the same amount of resources as the original rifle rounds like 5.56 and 7.62 NATO. To keep things relatively simple, perhaps .380 ACP, .45 ACP, and 5.7x28mm should have the same crafting recipes as 9mm, .44 Magnum could be the same as the original .44, and .50 AE could remain like the rifle rounds.

3) 7.5x54mm (French) standard ammo can be crafted even though there are no guns that use it. All of the other types that can be crafted from the standard type can also be crafted. I believe it's just the MAC 24/29 LMG that uses it in ToG. (Given the Grand Chien setting, it would seem like there should be more old French weapons around, but maybe the Colonial French troops in Grand Chien back then were armed with the 1911s, Stens, and M1 Garands that we find.)

4) There are some random special ammo types that show up in the recipe list even though their standard variants do not: 20x82mm frag, .300 Blackout subsonic, .32 ACP tracer, and .44 AMP subsonic.
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Showing 1-5 of 5 comments
Xeryx 21 Jan @ 7:45pm 
There is also a bug that keep adding extra portions to the numbers such as 9mmx19x19x19x19x19x19. I have also had to disable the save game fix option as it was causing my computer to hard lock (had to reboot the computer) during random parts of the game. It took me forever to find this bug, Since turning it off, I have not had one single crash, so there is something corrupting something, whether it is a mod conflict I don't know, but if I find out, I will post it here!
LotR[Henchman]  [developer] 22 Jan @ 12:30pm 
@Xeryx
You asked me in my profile if it was okay if you took over. That's basically up to Lucjan who did the latest work and who i deem the current dev of the mod. If he's fine it, i'm fine with it. The work i've done is fully open to the community.
Lucjan  [developer] 23 Jan @ 2:45am 
@c2crtw Thanks for the report, I will take care of the mods in next week or two.

@Xeryx I messaged you on discord
Lucjan  [developer] 25 Jan @ 1:43pm 
Originally posted by c2crtw:
I noticed some minor quirks in the ammo crafting recipes. I'm using Rato's GBO and ToG and apparently the crafting recipes in that set-up are defined by this mod.

1) 12-gauge buckshot shells are crafted in batches of 40 whereas the other types of 12-gauge ammo are crafted in batches of 10. All cost 5 parts, 1 gunpowder, and 3H30M at 100 EXP except for breacher (which requires 10 parts), but buckshot yields 4x as many shells. Bobby Ray's still sells all of them in boxes of 12.

2) .44 subsonic is crafted in batches of 30 whereas the other types of .44 ammo are in batches of 24.

3) The pistol/SMG rounds added from ToG take more resources to craft than the original rounds like 9mm and .44. For example, .380 ACP requires 10 parts, 1 gunpowder, and 7H 30M (at 100 EXP) to craft 30 rounds, whereas 9mm requires only 5 parts, 1 gunpowder, and 5H and .44 requires 8 parts, 1 gunpowder, and 5H. Their higher resource cost also applies to their armor piercing and other variants. It looks like the new ToG pistol/SMG rounds require the same amount of resources as the original rifle rounds like 5.56 and 7.62 NATO. To keep things relatively simple, perhaps .380 ACP, .45 ACP, and 5.7x28mm should have the same crafting recipes as 9mm, .44 Magnum could be the same as the original .44, and .50 AE could remain like the rifle rounds.

3) 7.5x54mm (French) standard ammo can be crafted even though there are no guns that use it. All of the other types that can be crafted from the standard type can also be crafted. I believe it's just the MAC 24/29 LMG that uses it in ToG. (Given the Grand Chien setting, it would seem like there should be more old French weapons around, but maybe the Colonial French troops in Grand Chien back then were armed with the 1911s, Stens, and M1 Garands that we find.)

4) There are some random special ammo types that show up in the recipe list even though their standard variants do not: 20x82mm frag, .300 Blackout subsonic, .32 ACP tracer, and .44 AMP subsonic.


1) This is a vanilla "feature."

2) Fixed: Other large pistol rounds are now crafted in batches of 24, similar to .44CAL.

3) Added balance adjustments for multiple calibers. 3v2)

3) Fixed: 7.5x54 issue.

4) I couldn't reproduce the issue.
Lucjan  [developer] 25 Jan @ 1:46pm 
Originally posted by Xeryx:
There is also a bug that keep adding extra portions to the numbers such as 9mmx19x19x19x19x19x19. I have also had to disable the save game fix option as it was causing my computer to hard lock (had to reboot the computer) during random parts of the game. It took me forever to find this bug, Since turning it off, I have not had one single crash, so there is something corrupting something, whether it is a mod conflict I don't know, but if I find out, I will post it here!

9x19x19x19 should not come up anymore, old saves can be corrupted

save game fix option can be enabled again but is only needed if some you will add new calibers via new mod (e.g. if MoW adds new weapons in an update), if you don't plan to change used mods for a playthrough it can be left disabled
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