![]() Have less accurate, but more distinct differences in ammo names. Non-considered suggestions: Lack of clarity Base-game Rimworld shies away from references to gun names since A9, but CE keeps the references intact. Some of the ammo still refers to Soviet, NATO and other references which should be long lost in 5500 on Earth, let alone in the Rimworlds are in the ammo names.Ģ. While the game is set in 5500, the ammo is from the 1900-2000's. Don't want insignificant differences between ammo types - e.g have only one of each caliber of ammo. Might want to have no ammo system for guns, but keep it for turrets ( /issues/710).ĥ. Do want complexity in the ammo resource - but limited to gamified categories only - e.g "Pistol Ammo", "Revolver Ammo", "Rocket Ammo".Ĥ. Do want to have a physical ammo resource - but simple - e.g "Thingdef Ammo".ģ. Don't want to bother with the expanded ammo system - but they still want FMJ, AP and HP as options for their gun - e.g "AmmoSetDef-only".Ģ. ~Include in the ammo variant tooltip all guns that can use the ammo (INSIDE OF THE LOADING BENCH)~ ( #752) Lack of care:ġ. Don't know the standard terminology HE, AP, HP, FMJ, AP-I, mod-specific meaning of Conc.ģ. Don't know the difference between 12 gauge buckshot, 12 gauge birdshot, 12 gauge slug and 12 gauge beanbags, nor does the tooltip tell them.Ģ. Add the (ammoSetDef.label) tag behind the Make _gun_ crafts. ~Can't see what ammo type is required for a gun when crafting it~. Can't see the ammo type needed for a gun in the loadout - UNTIL they learn that the bullets with a plus-sign in it add the correct ammo type.ģ. ![]() Can't see the difference between 7.62x39mm, 7.62x51mm and 7.62x54mm ammo and will pick the wrong one for their weapon.Ģ. There's some inherent problems: Lack of clarity:ġ. Amount of ammo, for those who dislike the additional micro of managing tens of different ammo types and would rather have just a few bullet resources ![]() Names of ammo, for people unfamiliar with bullet and gun calibers ![]()
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