RimWorld
Combat Extended Propellant
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Update: 30 jul om 2:32
door Azuraal

- Updated to 1.6

Update: 3 dec 2024 om 8:12
door Azuraal

- Added a check if an industrial ammo recipe does not require steel. In such case a default base propellant count will be used, and a warning sent.

Update: 3 nov 2024 om 8:36
door Azuraal

Reworked the mod to patch the in an assembly rather than relying on XML extensions. This should minimise the impact on start up time, and opens up the possibility for more future mod options. Dependency on XML extensions is removed.

Update: 8 jul 2024 om 6:51
door Azuraal

[Auto-generated text]: Update on 7/8/2024 3:51:22 PM.

Update: 2 jan 2023 om 2:45

- Updated to CE 5.1

Update: 14 dec 2022 om 9:47

- Changes to ammo recipe and the associated ammo's market value now will be skipped if the recipe doesn't require steel.

Update: 9 dec 2022 om 1:54

- Added settings to control the count of ammunition carried by traders.

Update: 8 dec 2022 om 9:15

- Added mod settings, you can adjust steel, propellant and other costs, as well as work needed and market value.
- Added volatiles category under manufactured, containing propellant, chemfuel, FSX and Prometheum.

Update: 21 nov 2022 om 6:36

- Updated to 1.4
- Adjusted yields, Biofuel refinery produces 10 propellant from 20 cloth, crafting spot produces 5 propellant from 20 cloth.

Update: 3 jun 2022 om 7:13

Unforeseen issues with raid generation forced me to remove the market value adjustment.

Mod has been renamed Combat Extended Propellant to reflect the change in scope.