边缘世界 RimWorld

边缘世界 RimWorld

Buffs 'n Nerfs for the Generic Ammo Experience
82 条留言
Novaemberia 10 月 1 日 上午 9:56 
While it's painful to see my plasteel go when playing mechanitor with centipedes, I understand the rebalance and think it's worth it, centipedes in CE are indeed very strong.
Autoloaders are amazing, it was painful to constantly reload turrets in CE and I had to build a stockpile of ammunition right next to them just to make it more bearable, with autoloaders now it's soooo much more smooth.

I might be forgetting a lot of stuff, but overall, I really enjoy all of the changes
(2/2)
Novaemberia 10 月 1 日 上午 9:55 
Well then, let's see...
I very much enjoy the ammo rebalance, especially the fact that charged ammunition now costs much less components, was really painful to see those go fast in normal CE :lilith_sobsob:
I adore the sneaky bastard addon, especially the smoke dodge chance, which reminds me of sicario from payday 2 haha. Makes smoke even more worthwhile to use, and I just love using smokes.
The buffed implant armor is also great, because as described, it really was meh for the cost in normal CE, but now it's very strong coupled with armor, helps live out the cyberpunk fantasy hehe.
I can't say much for the shooting accuracy change, because I haven't really noticed a difference and because it's kind of hard to measure, but I think it's a move in the right direction, in normal CE, every pawn can pretty reliably hit their shots so long as they're not that far, even ones with 0 skill.
(1/2)
turkler  [作者] 10 月 1 日 上午 9:35 
@Novaemberia oh the recipe thing is me mislabeling stuff. thanks for the report, they're intended to make one. I'll update the labels tonight
the systems for the autoloaders are actually from combat extended. they're very much neglected features that I've patched up a bit to get to a usable state. I don't exactly know why autoloaders wouldn't save the ammo within them as they use the same ammoset system turrets use, but I'll look into it

oh and one more thing. I'd be more than happy to hear about specifics parts you like/don't like, either here or in my discord works. feedback is in very short supply and and would be appreciated, even if it's just ''x is really neat, I love it''
Novaemberia 10 月 1 日 上午 8:37 
hello once again. i have encountered another issue. the recipe for creating 5 disposable rocket launchers added by this mod only creates one.

other than that, loving this mod! love playing with it and the generic ammo experience due to better immersion and because it really does balance out CE in things it's sometimes lacking, as well as making usually irrelevant things, relevant once again.

oh also, autoloaders added by the generic ammo experience seem to lose their ammunition count with the gravship launch, while turrets don't, not sure if it's an issue on my end, but maybe you could look into it?
Novaemberia 9 月 28 日 上午 10:09 
AWESOMEEEE
turkler  [作者] 9 月 28 日 上午 4:25 
@Novaemberia it's fixed now, thanks for the report!
Novaemberia 9 月 27 日 下午 4:23 
No problem!
turkler  [作者] 9 月 27 日 下午 4:19 
@Novaemberia damn. I'm currently not at home so I can't do a hotfix but I'll fix that asap. thanks for the report
Novaemberia 9 月 27 日 下午 4:13 
hello. after seeing my cataphract warcasket receive a lobotomy they did not volunteer for by a hollow point from a yttakin firing a poor frontier pistol, i was perplexed as to what just happened. looking into the stats of said gun i have noticed, to my horror, that it has the same penetration value as a flak cannon. it mustn't be intended, i thought. so i looked for the cause. after seeing that it was no fault of combat extended since it does not modify penetration values in such a way, i have come to your mod. it appears as if there was a mistake made, or it was made deliberately out of malice. i have come to beg, to make sure this tragedy never befalls my colony again, to look into such a conundrum, and hopefully bring peace to my mind.

tl;dr: poor quality weapons have armor penetration multiplier set to 85 rather than 0.85, resulting in armor penetration value of 8500% rather than 85%. i have come to kindly ask for guidance on this matter. :lilith_sobsob:
turkler  [作者] 9 月 13 日 下午 5:50 
@Pamparampampamparam mostly ve, yeah, though the changes should work with all laser weapons on paper
Pamparampampamparam 9 月 13 日 下午 5:38 
Are you refering to Vanilla Expanded laser weapons in the list of changes or some other type of laser weapon?
turkler  [作者] 4 月 30 日 下午 12:24 
@AKEKHQ thank you for your feedback! you wouldn't believe how little of it I get
I won't be able to give long explanations due to the workshop comment limit but to put it briefly:
- the armor vest textures are only swapped if you have ve textures, it seemed more fitting to me but I can also revert that. it's really whatever
- composite armor is straight up busted. it competes with recon armor in terms of protection and can stop battle rifle rounds. with a hard armor system where shots either penetrate or they don't, the big armor buff more than makes up for its lesser hp. if you have access to traders, composite stuff is also cheaper to make despite being more advanced. I chose to remove them and buffed the armor values of flak jackets and armor vests a bit instead
- the leather thing, I'll take a look at.

still, thank you for your feedback! feel free to join the discord if you'd like to talk about the changes in detail
AKEKHQ 4 月 30 日 下午 12:17 
i wanna give some feedback from playing with the mod soo far.
Looks like you forgot to buff plainlether when buffing various textiles (i consider cow lether to be at least as strong as human lether), I dont know why you swapped textures for CE armor soft and flak vests but it sent me for a loop i guess its just preference.
I understand why you removed composite vest and heavy composite gear, keeping more vanilla gear progression, but it would be nice to have them back (maybe locked behind their own tech)

Other than those nit picks i really like the changes. I really like ammo crafting changes, warcasket durability should be the deafult, and having shield belts that accualy do somthing fells great
Excel Spreadsheet 4 月 26 日 上午 10:36 
Do you think you'd ever consider making a patch for Vanilla Metals Expanded to make ammo cost lead to make instead of steel?
turkler  [作者] 4 月 24 日 上午 1:46 
@lol no they take four mags. something might be wrong with your mod setup
lol 4 月 24 日 上午 1:18 
@turkler, the thing is pawns take all the ammo they can find, not just the 2 mags or any other configurable amount
turkler  [作者] 4 月 24 日 上午 1:03 
@lol that's already a thing in base combat extended
lol 4 月 24 日 上午 12:11 
Hey Turkler, thank you for making these mods! Have you given a thought of implementing a loadout improvement of some kind? Like this fix (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1776175645) does: pawns implicitly carry 2 ammo mags depending on the weapon equipped.

Rationale: to ease up the loadout management in CE (mass/bulk/caliber/ammo type/...) compared to the vanilla game.(just equip one weapon).

Cheers!
Bayonet 4 月 18 日 上午 9:25 
thanks :steamthumbsup:
turkler  [作者] 4 月 18 日 上午 8:02 
@Bayonet huh, turns out a pr got merged like a day after I downloaded the snapshot and I didn't notice. should be fixed now, thanks for the report!
Bayonet 4 月 18 日 上午 7:03 
i use last dev snap from gh, but error is still
https://imgur.com/a/y13gsFY
turkler  [作者] 4 月 17 日 上午 8:41 
@Bayonet you're not on the dev snapshot version of ce, please read the instructions in the description
Bayonet 4 月 17 日 上午 7:34 
Hi, i have this issue every time when start a game

[Buffs 'n Nerfs for the Generic Ammo Experience - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="Ammo_LaserChargePack"]/statBases"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Misc changes\Laser_charge_pack_rework.xml
lunatic_TH 3 月 27 日 下午 10:23 
okay :(
turkler  [作者] 3 月 27 日 上午 8:39 
@lunatic_TH no
lunatic_TH 3 月 27 日 上午 8:38 
If can use middle save ? and

Is it possible to use only this mode?
turkler  [作者] 3 月 25 日 下午 8:44 
@BearDaMan I forgot the gas mask was from biotech, should be fixed now
BearDaMan 3 月 21 日 下午 2:34 
I keep getting this error every time I start the game:
"[Buffs 'n Nerfs for the Generic Ammo Experience] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName='Apparel_GasMask']/modExtensions/li[@Class='CombatExtended.ApparelHediffExtension']) failed"
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Equipment tweaks\gas_mask_hediff_removal.xml
turkler  [作者] 3 月 12 日 下午 4:49 
@Mr.Cordedrex you could make a local copy of the mod and delete the changes you don't like, but you should really file a bug report so I can fix the problematic issue
Mr.Cordedrex 3 月 12 日 上午 8:53 
Not sure if it was asked here before, is it possible to get these balance changes without reworking the ammo ? Seems to break my heavily modded game
turkler  [作者] 3 月 12 日 上午 5:47 
@Mr.Cordedrex yay
Mr.Cordedrex 3 月 12 日 上午 4:36 
Thank you so much
I was looking for something that changes how warcaskets work and the shield belt buff + shield bulk buff is also greatly appreciated.
turkler  [作者] 3 月 4 日 上午 4:32 
@Filipino Goku yay
Filipino Goku 3 月 3 日 下午 8:04 
Just posting to say that I love this mod. It has completed CE for me
turkler  [作者] 1 月 15 日 上午 1:26 
@Farbott the generic ammo experience is that compatibility layer you're looking for. pop the mod folder and look at the amount of mod patches there are, you'd be surprised
Farbott 1 月 14 日 下午 7:40 
purely for mod compatability sakes, i cant imagine every mod will play nice with generic settings unless CE is just that thorough
Farbott 1 月 14 日 下午 7:40 
love the new ammo recipes, wish there was a version that worked with default ammo
turkler  [作者] 1 月 14 日 上午 7:09 
@oVISOR such an option would be quite hard to make, could consider it if someone were to donate the code for it but no plans otherwise
the mod doesn't have any extra expanded materials integration, no
oVISOR 1 月 14 日 上午 6:54 
Love your mods, would you consider a mod config option to scale the amount of ammo per craft? For us hardcore people.
Also does it use Expanded Materials - Metals if enabled like I think CE used to?
turkler  [作者] 2024 年 11 月 4 日 上午 11:02 
@Little Dave yes
Little Dave 2024 年 11 月 4 日 上午 6:20 
Isn't diluting FSX done at the refinery as well? It's if your tech is still medieval, you have had to get lucky with taming or trading for boomalopes, trading for chemfuel, or raids by more advanced enemies and scavenging the ammo (that's smelting IIRC)? Is that the intention?
turkler  [作者] 2024 年 11 月 4 日 上午 12:13 
@Little Dave that's the intention yes - ammunition is now something you have to plan around. this mod also adds new ways of obtaining chemfuel, like recycling it from ammo and diluting fsx to recover chemfuel, to alleviate that problem somewhat
Little Dave 2024 年 11 月 4 日 上午 12:01 
One note with the propellant requirements: gunpower weapons requiring chemfuel is difficult as unless you are ranching boomalopes (and not having a mod that makes them produce an intermediate like I was as well) you have no real source of chemfuel from pre-industrial techs.

I've had runs where it's been a while until I've been able to get them so I think this can make gunpowder weapons, especially the emplaced ones, really difficult to supply.
turkler  [作者] 2024 年 10 月 18 日 下午 10:34 
small update today, moved the ammo item stack changes from the base mod to this addon
turkler  [作者] 2024 年 10 月 7 日 上午 11:22 
new big update lads!
added two new recipes to salvage ammo from the common ammo types. these recipes aren't just static however, but using some code magic I was able to make it so you actually get the ingredients of the ammo you smelt. the formula is about three fourths of metals, all of propellants and half of most everything else.
turkler  [作者] 2024 年 10 月 1 日 上午 1:06 
a pretty modest update is out
I've removed the highroller mechanic from vwe frontier and also tweaked their costs while I was at it. they no longer cost gold and plasteel to make for one, also made a reason to use the derringer by making it super cheap. it's super weak, has awful armor penetration but at least now it's just steel and 1 component
enjoy lads
wcpwnsuto 2024 年 9 月 14 日 下午 2:39 
Its worth it for your mods are a life saver for me if I want to use CE
turkler  [作者] 2024 年 9 月 14 日 下午 2:32 
@wcpwnsuto terribly sorry for pushing out a breaking save, as I've said that shouldn't happen again any time soon
wcpwnsuto 2024 年 9 月 14 日 下午 2:29 
I got the colonists to work again but the mechs are still suborn ... they have been dissembled. The new ones are more ... compliant. Thanks for the advice!!
turkler  [作者] 2024 年 9 月 14 日 下午 1:47 
@wcpwnsuto ok try making a save, nuking all your loadouts, saving again and loading the last save - I have a feeling
if that doesn't work, hit me up on discord and I'll try to sort things out