Rimworld Combat Extended Simplified Ammo, Original mod author is

Rimworld Combat Extended Simplified Ammo, Original mod author is Sladki [ludeon. If you're unsure about what goes where, follow the instructions the mod manager gives you. 0 “The Final Frontier” Features Support for Rimworld 1. It adds chemfuel as an ingredient for ammo and overall makes ammo more scarce and interesting. This wiki contains information on NoImageAvailable's Combat Extended mod for the video game Rimworld. Will only function with Combat Extended and Bill Doors' Framework enabled. Dec 30, 2025 · Infinite ammo exists within Combat Extended, however, to turn it on, you'd have to turn off the ammunition system. ): Steam Workshop Your operating system: Windows Pro Edition 10 Description and Ranged weapons require ammo* and can switch between different ammo types such as armor-piercing and high-explosive rounds. I do not have extensive knowledge about combat extended or ammunitions in general. I'm dipping my toes into the combat extended mod for the first time, and I see there's a "generic ammo" option for it which keeps ammo in the game, but reduces the variety of it. 56 changes to Rifle, Intermediate Rifle, Pistol, etc) I did not mean simplified Ammo, i mean the entire "Ammo" section of the Mod options Menu, with the Workshop Version on right Side of Mod options is a "Ammo" Category with settings like disable ammo usage and such things, its missing in the HSK Version, the DLL from the Combat Extended 1. Aug 29, 2021 · Me too, I find that whether toggle on Simplified Ammunition or not, I can only craft FMJ and limited type of charge ammo. Jul 7, 2024 · The low-resolution, out-of-style textures of many items from Combat Extended - be it the tribal backpack from the main mod or the large backpack from the armors addon - are replaced with cleaner textures that fit perfectly alongside vanilla. AA column is calculated dynamically from text box labeld as "Againts Armor RHA". It adjusts all ammunition recipes to require a specific quantity of chemfuel as a propellant. All weapons must be loaded with appropriate ammo to fire, but the ammo is determined by the weapon's type and has no bearing on damage output. Any chance you could go over those? Including the melee and armor etc? Another thing that might be by design is the high level magic items for most casters is basically paper to everything. Is there a plan for a simplified ammo system, using generic ammo types across all weapons in that family? Like 'FMJ Assault Rifle Ammo', 'AP Assault Rifle Ammo' or something like that? Jul 10, 2024 · Combat Extended completely overhauls combat. I know combat extended works with alot more of the other mods but it's more of the ammunition side of it. If your pawn has a high enough shooting skill, you can decide which body area to target. No need to produce two different calibers for two functionally similar rifles. adding a thread encase the comment gets flooded over. All credit goes to mod’s original author.

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