Mainly fixes bugs and inconsistencies of the original ammo maker whilst introducing some quality of life changes and remaining fully compatible.
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 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 (really depends on your settings :D).
This addon includes somewhat 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.
All ammunition recipes are unlocked by default.
I tried my best to make this mod as configurable as possible so it suits the needs of many players.
Differences to the Original
Gameplay
- Fixed missing component on salvage
Bugged base anomaly function was the culprit (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
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)
- Cartridge box sizes are normalized to 10 and 15 (no more 13,14,16 round boxes) (OPTIONAL)
- Propellant yield is more realistic (OPTIONAL)
- 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
- Added functions for external use
Documented in the header of ammo_maker.script
Compatibility
Should only conflict with addons that overwrite ammo_maker.script
RAM has support for Mod Configuration Menu. It is not mandatory.
The default values can be modified in the ammo_maker_mcm script.
Recipes for some additional ammunition are included:
Installation
Base Anomaly
Modded EXE (DLTX mod) is needed for it to work as intended
Remove the original Ammo Maker, if installed.
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 monkey patch 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 in their modlist.
You should be good to go by replicating the steps 1 & 3 for GAMMA and the 2nd optional step.
Any report of this working with EFP would be great!
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%)
1.1
- Fixed the Injector
- Fixed ammo variants disassembly
- Added recipes for Ammo EFT
- Box size adjustments are optional now (Integrated into 003)
- Reduced weight of Ammo Parts to 0.02
Changelog
1.1
- Fixed the Injector
- Fixed ammo variants disassembly
- Added recipes for Ammo EFT
- Box size adjustments are optional now (Integrated into option 003)
- Reduced weight of Ammo Parts to 0.02
1.0.2
- Old ammunition can be disassembled now (with adjustable salvage rate)
1.0.1
- Changed the naming scheme of 'patches' to 'recipes' to avoid confusion
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?
I never used that addon myself. I will have a look at it )
Added the recipes in the newest update. Although they are not perfect. Proper ones would require additional parts.
thank you so much, man. As long as i can dissasemble and craft them im happy.
Why are the parts of the cartridges not dropped from the NPCs?
I personally like to have only one source for the parts. Especially when you consider that ammo disassembly is possible with a grooming kit.
After the new update i am getting this error:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...alker anomaly/bin/..\gamedata\scripts\ui_workshop.script:1767: attempt to index a nil value
ammo maker is overwriting workshop_autoinject.script from other mods
while installing i selected:
001 - Main Files
002 - Craftable Bullets & Casings
003 - Realistic Casing and Bullet Quantity
04 - Inject Workshop Recipes (compatibility)
XX - RECIPES [ Ammo EFT + Real DMG ]
XX - RECIPES [ Boomsticks & Sharpsticks ]
and i am using default settings in MCM
and also i cant find ui_workshop.script in mo2
Greetings. Overwriting workshop_autoinject.script should not be an issue as I use the one provided by the original author.
May you elaborate when this crash happens? What other mods to you use?
ui_workshop.script is a default script from anomaly. It is only listed in MO2 when a mod includes a modified one.
hi,
this mod suffers from stupid bug in Anomaly, where it eats the outcome from dismantling old ammo. First i though i was wrong and it was only an illusion, but no, it happens :(
Right now, disassembled 3 stacks of old pistol ammo in a row and got 12, 29 and finally 16 bullets. And i have this uncertain feeling it is always the third batch which get eaten.
Thanks for the bug report :)
I will verify and fix it when I have the time. Unfortunately, I am currently preoccupied.
After some testing I was unable to replicate this. May you elaborate further?
If you wish to expedite this, you can also contact me via singustromo@disroot.org
Hi. Really liked your addon, but the ammo recipes are empty. I have clean Anomaly.
Imgur.com
I have the same problem =/
Prnt.sc
Greetings, thank you for reaching out! The ammo recipe notes are empty because every ammo crafting recipe is unlocked by default.
You can change it in the following file:
gamedata/configs/items/settings/mod_craft_ammo_maker.ltx
One needs to change that to recipe_ammo_1 up to recipe_ammo_4
Here's a screenshot showing them which such requirements:
0x0.st
Hello, will there be a Russian translation in the MCM menu? I tried to localize it myself, but in the process I came across the fact that the xml file does not recognize the Russian language and outputs symbols instead of letters to the MCM menu.
I am not a russian speaker but I would certainly welcome a translation for it. :) Maybe I messed up the encoding of that file. As far as I know, it should be Windows-1251 for Cyrillic. I never worked with anything other than UTF-8 and ASCII so this is something new for me.
You can also contact me under my address @disroot.org or via Discord. It's the same nickname for both.
Hello
really a great mod! 10/10 for that! Is a new game required?
best regards
Thank you, great to hear! )
A new game should not be required, not even when you used Arti's original ammo maker.
I can't disassemble old ammo, IDK why.
Please run Anomaly in Debug mode and activate the debug logging of RAM in the MCM menu and paste the log e.g. here: bin.disroot.org/
That was me. I forgot to login when I replied x)
i was wondering that too ... until I realised I need the Ammo Toolkit
Thank you! Do you mean the Gunsmithing Tools? They are not needed either. Must be another addon interfering. Can you send me your xray log after trying to disassemble the old ammo?
It works with just a Grooming kit, Swiss knife or a Multitool.
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Is it possible to somehow remove the “batch disassemble” function?
Hi brother! What to do if not in any cache, etc. no gunpowder? because of this, the creation of ammunition is impossible