Mainly fixes bugs and inconsistencies of the original ammo maker whilst introducing some quality of life changes and remaining fully compatible.
Credit goes to Arti who made the original ammo maker and from whom I got the permission to upload this. Thank you!
For those unaware what the original does:
- replaces ammo recipes with custom ones
- Ammo decomposes into 3 major components: casings, powder and bullets
- Disassembly yields variable amount of components
Salvaging ammunition is currently not really worth it and the ammunition acquisition relies solely on the currency-based in-game economy. This is especially apparent in the GAMMA modpack were you are not able to buy firearms because of a ban lore-wise.
This modification mainly fixes bugs and inconsistencies of the original ammo maker whilst making ammunition crafting an important but optional part of the gameplay loop that is worth doing without making the currency-based acquisition obsolete.
These changes include the now obsolete declaration of salvage parts in configs/parts which are now determined via the crafting recipe. Adding crafting recipes like that was tiresome and rarely reflected the changes you intended.
This addon includes more realistic recipes by default, meaning you only need one bullet head and casing for one cartridge. These are optional and can of be changed, of course.
Differences
Gameplay
- Fixed missing component on salvage
Bugged base anomaly function were the cause (resulted in salvage loss up to 40%)
- Added an MCM menu (Ammo Maker)
- Three salvage presets are available now
The preset is either determined by the progression difficulty or can be manually set via MCM.
- Non-linear probability distribution
Chance for 0-100% yield but will be around 50% - 75% over time (Depends on settings in MCM)
- Recipes only require one Bullet and Casing per Cartridge (OPTIONAL)
Reduces item clutter
- Cartridge box sizes are normalized to 10 and 15 (no more 13,14,16 round boxes) (OPTIONAL)
Easier to balance
- Propellant yield is more realistic (OPTIONAL)
Adjustable via MCM
- Craftable bullets and casings in exchange for scrap metal (OPTIONAL)
small chance for scrap metal to spawn on corpses
- Can not get more components from disassembly than needed in the crafting recipe
- Correct salvage amounts when disassembling partial ammo stacks (boxes)
- Ammunition components are highlighted in the inventory when hovering over ammunition
- Tool degradation is not a placebo anymore (Adjustable via MCM)
- Disassembly message now shows the total amount of cartridges salvaged (OPTIONAL)
- Increased ammunition component cost and weight slightly
Technical (interesting for modders)
- Removed separate BAS Recipe injection
- Changed ammunition declaration method
Via (D)LTX in configs/items/settings/craft.ltx
- Salvage components and their amounts are determined via the crafting recipe
LTX's in configs/parts are obsolete
- Cartridge-specific salvage yield are balanced through configs/plugins/ammo_maker
See importer.ltx for further information
- Compatible with recipes added via /configs/items/ammo
Disabled by default and uses workshop_autoinject for this
- Following functions are added for external use
get_ammo_recipe(section)
is_component(obj)
is_component_by_section(sec)
component_aggregation(obj, npc) - Fixed anomaly ammo aggregation
aggregate_components_by_id(id) - Used in TimeEvents
create_components(tbl) - Spawns in db.actor inventory
Compatibility
Should only conflict with addons that overwrite ammo_maker.script
Although a Mod Configuration Menu exists, it is not mandatory to have that addon.
The default values can be modified in the ammo_maker_mcm script.
Includes recipes for
- Boomsticks & Sharpsticks
- 10mm Auto Ecosystem
- WarDogs Warfare Overhaul (GAMMA)
Installation
Base Anomaly
Remove the original Ammo Maker
Keep 003 - Realistic Bullet and Casing Quantity enabled
Note: The additional recipes provided also follow that theme
GAMMA
- Deactivate 145- Ammo Maker and 146- Ammo Maker BAS Patch in Mod Organizer
These are unnecessary at this point
- Deactivate Wildkin's Ammo Parts on Hover in Mod Organizer
RAM includes a variant of this by default
- Select the Boomsticks & Sharpsticks recipes during the installation.
Assign RAM the highest priority in Mod Organizer
Escape From Pripyat
I do not play it myself but I had a look at their modlist.
You should be good to go by replicating the steps 1 & 3 for GAMMA and the 2nd optional step.
Optional Steps
1. If you dislike the new crafting recipes
- Select 04 - Inject Workshop Recipes in the archive
- Activate Force Injection in the MCM menu
2. If you are using additional ammunition addons for which I did not create recipes
- Select 04 - Inject Workshop Recipes in the archive
- If the addons you intend to use contain ammo variants (e.g in ArtiGrok):
Activate Inject ammunition variants in the MCM menu
How to add / modify recipes
Recipes are added the same way as in configs/items/settings/craft.ltx
An example for a DLTX file is located in 003 - Realistic Casing and Bullet Quantity
Suggestions
I am open for any suggestions, ideas or constructive criticism. I had many ideas during the development of this modification but most were not realized or scrapped because it made the mod unnecessarily complicated.
For example bonuses and penalties which were applied depending on your health, safety and other factors.
Another idea was to add support for Haruka's Skill system to gradually get better at salvaging ammunition.
Changelog
1.0.2
- Old ammunition can be disassembled now
with adjustable salvage rate (default: 40%)
Changelog
1.0.1
- Changed the naming scheme of 'patches' to 'recipes' to avoid confusion
1.0.2
- Old ammunition can be disassembled now (with adjustable salvage rate)
Cool!
One question... what is Wardogs?
Greetings )
I do not play it myself and made the recipes based on a request by another user so I can only cite parts the post from the creator over at Discord: 'Warfare Overhaul [...] It is also a HARDCORE milsim overhaul. life gets tougher. [...]'
It adds a bunch of extra weapons and ammunition and makes GAMMA playable (enjoyable?) with the Warfare mode.
Thanks!
Hello!
May I ask you make a installation tutorial for EFP?
What to disabe/enable via MO2, etc...
Thanks!
Greetings Harverus,
I do not play EFP myself. However, having a look in their modlist, you should be good to go by replicating the steps 1 & 3 for GAMMA and the 2nd optional step.
The ammo variants (ArtiGrok) will still have the default recipes as these are not included here.
Singustromo!Thank you for your work! Old unusable ammunition is not being disassembled? Or is this mod working for me incorrectly?
I also have this issue.
Of course, i can play like this, just selling unusable old ammunition to merchants, but it seems to me that dismantling old ammunition for the sake of resources for making new ones is a more sensible idea
I fixed that now. I play with "Old Ammo to new Ammo Converter" and totally forgot about them.
Thank you very much!love you
Are you going to make recepies for this mod: Moddb.com or should i make them myself?