Patched Mods - Freefolk-Rimworld-Modding/FF-Simple-Ammunition-Remastered-2.0 GitHub Wiki
A note about compatibility: Simple Ammunition is compatible with virtually every mod, our patches are simply to incorporate the ammo system this mod adds. If a mod isn't listed as patched there is a chance that it doesn't even need a patch, and even if it does then nothing should break as we're not rewriting a ton of stats. The only direct incompatibility would be if another mod was also adding an ammo system, in which case you'd just need to disable that system. Simple Ammo doesn't have this feature as it is only an ammo system, any other adjustments to the combat system are expected to be done by other mods to promote modularity.
Sections are separated by series, author, type, then other, in that order.
We are patching, in order of importance:
- Ranged Weapons, but not anything that shouldn't use ammo(Whip), should be single use(Grenades), or use rockets(Reloadable Rockets handles this). We may do patches so grenades and rocket launchers use ammo from this mod, but they would be optional and depend on demand for them. If the weapon is supported by Proper Shotguns we have patches included to adjust balance.
- Turrets, so long as it makes sense, Rimatomics and Medieval Overhaul are examples of when we do NOT patch turrets, they're fine as is
- Traders
- Scenarios
- Hediffs, only if they have ranged attacks. So far this applies to Combat Bionics, Superb Prosthetics, and Fallout Races: The Robots Pack (Continued), Ship Girl Race would too if I could get the patch for it working.
- Material Mods, so recipes can use a wide variety of modded materials
- Apparel, so far this applies to VAE Accessories.
- Vehicles, after the framework is officially released of course.
- ThinkTree and DutyDefs, most of this is handled in the VEF, but sometimes mods need specific support like SmurfeRim