Ammocraft

Fallout 4 Mods |

Ammocraft

Ammocraft

Why another ammo crafting mod you may ask? The biggest reason is just that I got tired of overly complicated recipes especially compared with how simplified recipes and components are in Fallout 4. Tin cans give you steel and not tin. Why? because it seemed fine to lump it all together and there wasn’t any reason for tin to be a resource in the game. Don’t even get me started on pencils having lead in them.

Excessive realism actually disrupts my immersion when I play this kind of game, since it forces me to acknowledge the glaring lack of realism built right in. So I came up with Ammocraft to try to smooth it out. Most of the recipes are very simple (three or four components max) and are fairly flexible. This is accomplished by making the component ‘Explosive’ which has multiple recipes (two presently) that can be used for propellant, so there is far less strain on acid/oil/fertilizer or whatever is used as propellant in any given mod’s recipes. Also, I chose to go with Steel as the component for casing rather than try to fake out brass with copper and steel. Partially because I get tired of not being able to power my colony because I am using all my copper building bullets, and partially because steel casings are actually a thing in real life, the only downside of which being excessive strain on the gun (which assumes you are doing the maintenance to rectify) and that the casing are not re-usable (which there is no system for in FO4). Also, realism aside, common sense dictates that you use the resources you have in abundance whenever possible rather than using the rarer resources in a post-apocalyptic kind of setting.

So Whats in Each File?

Conventional Weapons includes:

.308 Caliber
.38 Caliber
.44 Caliber
.45 Caliber
.50 Caliber
10mm
5mm
5.56mm
Shotgun Shell (renamed 20 Gauge Shell in anticipation of including 12 gauge receivers in future versions)

All of the above recipes make 20 rounds, with the exception of 5mm which makes 50 to make the minigun a bit more feasible. Pistol rounds (.38, .44, .45, 10mm) all take 1 steel (casings) 1 Propellant (from Explosive), and 1 Lead (slugs) to craft. larger rounds for rifles and machine guns are the same but twice as much propellant (2 per crafting). Shotgun shells are crafted the same way as rifle rounds, but use plastic for the casing rather than steel.

Overhaul of Syringer Ammo (No weight, recipe creates 5 syringes, components overhauled, bleed out and radscorpion venom made more effective)

Energy Weapons includes:

Cryo Cell
Fusion Cell
Flamer Fuel
Gamma Cell
Plasma Cartridge
2mm EC

Explosives includes (available in a future update):

Baseball Grenade
Bottlecap Mine
Cryo Mine
Cryo Grenade
Frag Grenade
Frag Mine
Missile
MiniNuke
Molotov Cocktail
Nuka Grenade
Plasma Grenade
Plasma Mine
Pulse Grenade
Pulse Mine

All ammunition is crafted at the Chemistry workbench, but each mod creates its own category for the recipes to go in (and the conventional mod places Explosive under Utility and renames Syringer Ammo to Ammo-Syringer to make it sort better). At this point, no ammunition crafting requires any kind of perk. I will include a version that does in the future if there is a demand for it, but I find that the crafting restrictions on the weapons that the ammo is for is plenty of game balance for me.

Plans for the Future?

In the future I plan to introduce some new ammunition types and receivers for them on a variety of weapons, including 12 gauge receivers for shotguns, the Tri-Barrel minigun using .50 rounds and doing WAY more damage, 14mm receiver on the 10mm pistol, .357 magnum rounds, short-fuse grenades that explode on impact, Flechette rounds that devastate limbs, and probably other things I haven’t thought about yet.


Credits: jasonmbrady
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