fantastic mod. The mod is great for making the ammo when there is only one left, but it also makes the base ammo, for example, level 2 piercing ammo, When you make it, it also creates level 1 ammo and level 2 gunpowder, although I already have it in my inventory, how can I prevent it from craft level 2 gunpowder and level 1 ammo until there is only one left? since I can buy bullets level 1 and gunpowder level 2 at the seller but for the nuts and berries I have to send my buddies
It's working on TU4 but somehow it's also crafting ammo that is not in my radial crafting lists.
For example; I only have sticky 1 (craft) and cluster 1(craft) in my radial menu; but the mod also crafts sticky 2, sticky 3, cluster 2, and cluster 3 when I have the ingredients on my inventory.
I'm a bit confused as to how this mod is supposed to work. All it ever autocrafts is Normal Ammo, and all that seems to cost is Gunpower 3, at a cost of seemingly 1 gunpowder to 4 ammo. That's a quarter of the cost and it doesn't consume any lower quality ammo. The mod auto-crafter 99 Normal Ammo 3 at the cost of 25 Gunpowder 3 and 0 Normal Ammo 2.
The mod has so far not auto-crafted anything else for me. I've only tested it with Spread Ammo, but no ammo is auto-crafter. Ever. Am I doing something wrong? The mod description and in-game REFramework menu items are very confusingly written.
*edit* OK, I see the issue - this was user error on my part. I misread the Ammo 3 recipes as requiring Ammo 2, when in fact they ALL require Ammo 1. Normal Ammo 3 TECHNICALLY requires Normal Ammo 1 to craft. However because Normal Ammo is infinite and always present, in practice it only costs Gunpowder 3. The Ammo Crafting recipes are also not 1-to-1. They consume 1 item of Ammo 1, 1 item of Gunpowder but produce 4 items of the new Ammo type.
So everything is working correctly. I was simply not aware of how Ammo Mixing works.
I did it by editing the number 1 at line 786 to 5. The ammo I used was Normal 2, so if anyone want to do the same thing I did, check your ammo and find what it belongs to in -- ItemId = ItemIndex, ItemMaxNum, ItemName at line 80, then edit the number which your ammo belongs to. Thank you for making such a nice mod that is easy for a beginner like me to edit! :)
In the case of Cluster Bomb, since there are 3 bullets that can be carried, it is recommended to use this replacement as it may cause a problem if it is automatically created when there are 5 bullets left. :)
for ammoLv2_k, ammoLv2_v in pairs(paramIds.ammoLv2) do if id == ammoLv2_k then if id == 68157481 then if num == 1 then if ammoLv2_v[3] then return true; end end else if num == 5 then if ammoLv2_v[3] then return true; end end end end end
32 comments
Option "type choose" added
v 1.3
1. Normal Ammo Lv2 & Lv3 supported
2. bug fix
The mod is great for making the ammo when there is only one left, but it also makes the base ammo, for example, level 2 piercing ammo, When you make it, it also creates level 1 ammo and level 2 gunpowder, although I already have it in my inventory, how can I prevent it from craft level 2 gunpowder and level 1 ammo until there is only one left? since I can buy bullets level 1 and gunpowder level 2 at the seller but for the nuts and berries I have to send my buddies
For example; I only have sticky 1 (craft) and cluster 1(craft) in my radial menu; but the mod also crafts sticky 2, sticky 3, cluster 2, and cluster 3 when I have the ingredients on my inventory.
Would it be possible to also add Paralysis ammo 2 to the mod?
The mod has so far not auto-crafted anything else for me. I've only tested it with Spread Ammo, but no ammo is auto-crafter. Ever. Am I doing something wrong? The mod description and in-game REFramework menu items are very confusingly written.
*edit*
OK, I see the issue - this was user error on my part. I misread the Ammo 3 recipes as requiring Ammo 2, when in fact they ALL require Ammo 1. Normal Ammo 3 TECHNICALLY requires Normal Ammo 1 to craft. However because Normal Ammo is infinite and always present, in practice it only costs Gunpowder 3. The Ammo Crafting recipes are also not 1-to-1. They consume 1 item of Ammo 1, 1 item of Gunpowder but produce 4 items of the new Ammo type.
So everything is working correctly. I was simply not aware of how Ammo Mixing works.
-- ItemId = ItemIndex, ItemMaxNum, ItemName
at line 80, then edit the number which your ammo belongs to.Thank you for making such a nice mod that is easy for a beginner like me to edit! :)
for ammoLv2_k, ammoLv2_v in pairs(paramIds.ammoLv2) do
if id == ammoLv2_k then
if id == 68157481 then
if num == 1 then
if ammoLv2_v[3] then
return true;
end
end
else
if num == 5 then
if ammoLv2_v[3] then
return true;
end
end
end
end
end