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@da_667@infosec.exchange

Post #4402392

2026-08-06 02:12 UTC

I think I found a solution. A glue mod until I want to do a full combat extended/ ammo management run. The infinite ammo mod. See, combat extended takes the combat system of rimworld to another level. There are different damage types -- blunt vs. pierce damage, and different types of ammo for your guns. It isn't just about having to craft ammo and carry it, its about having the right ammo for the right situation. Let me give a basic example. let's take a machine gun. A machine guns can generally take two types of ammo: FMJ and AP. FMJ rounds are good for lightly armored targets, sort of like hollow-point rounds. You'd use them on raids with pirates or with neanderthal tribes trying to fuck with you. Ap rounds? You want those for factions that have serious armor. Like say, mechanoids, or other Deadman's switch factions. Those are just the basics for one type of gun.

Replies (1)

  • @da_667@infosec.exchange 2026-08-06 02:17

    for some of the bigger or more unique guns you can load beanbag rounds/nonlethals to knock down targets, You can load AP-HE (Armor Piercing High Explosive), AP-I (Armor Piercing Incendiary), EMP rounds (anti-mechanoid), some of the BIGGER guns like say, tank turrets can load APCR, Sabot rounds, etc. Grenade launchers and mortars can load incendiary, HE, airburst, smoke, EMP, etc. It opens up a lot of avenues of play. So combat extended has an option to turn off the ammo management feature, but it defaults all of your guns to FMJ rounds. Not ideal for dealing with mechanoids. The mod I found has you craft a set of ammo you want. you load it, and you get to reload it as much as you want. So, there is a cost for the ammo in terms of both materials, and having to carrying around the ammunition, but its not quite as bad as the full ammo management experience. It may not be balanced, but I'm looking to have fun. I'll try the full ammo management experience on a later playthrough.

    Open ##4402487