What it does:
Moves all ammo recipes from the industrial workbench to unique workbenches available in build mode. A small toolbox workbench has also been added to the weapon station in the Lodge.
Also adds primer recipes, and a workbench with built in builder unlocked with rank 3 ammo research.
Note:
This means you will not be able to craft ammo on the go out in the world. Only in buildable areas or the Lodge.
Honestly I've never had the need so I don't even notice. I just wanted it out of the main workbench list.
Where:
In the crafting tab under the weapons workbench is a short list of new workbenches.
A small toolbox workbench has also been added to the weapon station in the Lodge.
Conflicts and load order:
This mod directly alters the vanilla ammo recipes to remove them from the industrial workbench. Therefore any other mod that alters those recipes is likely to conflict.
This mod should be put BELOW those mods to overwrite the records. I have to put this below my manufacturing mod to get the recipes to not show in the industrial bench.
xEdit shows a conflict with Starvival on the .50c recipe. Starvival changes it to a large primer. This mod should be loaded after to overwrite the workbench keyword anyways, as well as this recipe change.
Why is this standalone and can I add it to my other mod?:
I made this a standalone for the conflict reasons stated above. Adding it to a mod like Functional Decor makes it more incompatible with other mods.
Editing vanilla records is risky, but was necessary in this case to clear up the bloated workbench.
The counter and builder versions are designed to match and snap with the workbenches in Functional Decor.
Ammo is still showing in the normal workbench:
Move the mod lower in your load order until it doesn't.
Does this work with "xx" mod?:
Probably not. I can't predict several other mods custom ammo.
You will have to try it out and let me know.
Making your own patch is easy - https://www.youtube.com/watch?v=6stpo6FOMp0
Unistalling:
Remove ALL built ammo workbenches before removing this mod. Failure to do so will cause crashing at that outpost.
I'm currently looking into ways to prevent this and make my mods safer to use.
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