This would be a great feature for the base game.

Scyris

Survivor
So I was playing a mod called The Wasteland, and in it, you can scrap ammo in your inventory, when you do this it gives you back all the parts that was used to make it, which you can then reuse to craft the ammo you want. I'm pretty sure this is a mod feature (correct me if I am wrong) but I would love this for the vanilla game as I often have stacks of ammo I have no use for sitting around and this would allow me to scrap it to get the mats it was made out of and reuse them to craft ammo I want. Mod also has a extra variety of new weapons both for melee and guns. with several new ammo calibers, which makes the fact you can convert ammo extremly useful.

Anyone else like this for vanilla? just so we can make use of ammo we don't really use other than selling it for pennies each.
 
For me it feels a little too simplified; if you want to switch calibers, you should prolly have to reforge the tips and the casings before reassembly. A 7.62 doesn't turn into a 9mm without some serious metal work.

That'd mean you can scrap ammo for "raw brass", "raw lead" and gunpowder, and feed the metals into a forge. I'd be fine with that.
 
For me it feels a little too simplified; if you want to switch calibers, you should prolly have to reforge the tips and the casings before reassembly. A 7.62 doesn't turn into a 9mm without some serious metal work.

That'd mean you can scrap ammo for "raw brass", "raw lead" and gunpowder, and feed the metals into a forge. I'd be fine with that.

QFT, and there are several mods that add mechanics similar to OPs suggestion and this.

I am a little torn. We don't make 9mm tips and 7.62 casings, so although I am onboard with Raw Brass and Lead being returned (to lessen the exploitability of the mechanics), I am not sure it makes "sense" within the vanilla context.

I suggest scrapping should be workbench only, with a reduction (80% ?) of materials returned. While we are it, allow boxing of Ammo...
 
QFT, and there are several mods that add mechanics similar to OPs suggestion and this.

I am a little torn. We don't make 9mm tips and 7.62 casings, so although I am onboard with Raw Brass and Lead being returned (to lessen the exploitability of the mechanics), I am not sure it makes "sense" within the vanilla context.

I suggest scrapping should be workbench only, with a reduction (80% ?) of materials returned. While we are it, allow boxing of Ammo...
This. I'm currently playing with Red Sonjas Ammunition Recycling and I feel like it's a perfect implementation that follows vanilla logic. Workbench is required and it returns 80% or the materials.

I'm ok with more realism, but as long as vanilla doesn't require specific casings or tips based on caliber, I think a feature like this should follow suit.

I've also made my own mod to allow for boxing of loose ammo and other items.
 
FYI, crafting boxes of ammo from loose ammo (not just resources) is also part of my Quality of Life mod. I never understood why it's not in the base game.

If anyone else wants to know how to do it, here's a link to the XPath that I used:
 
I never understood why it's not in the base game.

I can guess at a few reasons:

Many players already say there is too much ammo available, this would devalue it even more. So TFP would have to rebalance all the ammo loot to lower values. But then early game may be too hard and the workstation getting too important to have.

Also: Some of the ammo gets used as cheap fodder for turrets, if you could make your own ammo out of it nobody would waste ammo on turrets with their low efficiency.

Also: There are already ways to use ammo, scrapping it gives brass. right? And selling it gives money, and some of it can be used in turrets. Currently all 3 methods seem balanced in that you get something below 20% of value back (didn't calculate it, just a quick estimate). If one method would give 80% back suddenly nobody would ever consider the other methods.

In short, adding that feature would make rebalancing the game necessary, at quite a few places. If it had been added a long time ago that would not have mattered, but now? I don't think it likely.
 
There is way too much ammo given out in vanilla now, for sure.

The main thing vanilla needs is multi-scrap for items. Why does me scrapping a 9mm bullet only give me a bit of brass? Where does all the lead and gunpowder go?

I went with using SCore's scrapping to do what the OP mentioned in my mod, I just don't like that it's instant. But I chose this way over other methods mentioned because I didn't wanna have to add a crap ton of recipes to accomplish the same thing.
 
I can guess at a few reasons:

Many players already say there is too much ammo available, this would devalue it even more. So TFP would have to rebalance all the ammo loot to lower values. But then early game may be too hard and the workstation getting too important to have.

Also: Some of the ammo gets used as cheap fodder for turrets, if you could make your own ammo out of it nobody would waste ammo on turrets with their low efficiency.

Also: There are already ways to use ammo, scrapping it gives brass. right? And selling it gives money, and some of it can be used in turrets. Currently all 3 methods seem balanced in that you get something below 20% of value back (didn't calculate it, just a quick estimate). If one method would give 80% back suddenly nobody would ever consider the other methods.

In short, adding that feature would make rebalancing the game necessary, at quite a few places. If it had been added a long time ago that would not have mattered, but now? I don't think it likely.

I don't understand this objection. It's not like bundling ammo increases the amount of ammo you have. All it does is take up less storage space, and storage space is the cheapest thing in the game.

If we were talking about adding ammo boxes to loot then you might have a point, but AFAIK nobody's advocating that. (I did not add that to my QoL mod.)

Your objection would be more appropriately directed at the ability to craft boxes of ammo using fewer resources - which is already in the game. Yes, the recipes are gated, but if you're only saving storage space (not resources) by bundling the ammo, what's the point of gating that?

(My QoL mod only allows bundling loose ammo into boxes if you also unlock the recipe to craft boxes from raw materials, but this is for consistency with the base game, no other reason.)
 
I don't understand this objection. It's not like bundling ammo increases the amount of ammo you have. All it does is take up less storage space, and storage space is the cheapest thing in the game.

If we were talking about adding ammo boxes to loot then you might have a point, but AFAIK nobody's advocating that. (I did not add that to my QoL mod.)

Your objection would be more appropriately directed at the ability to craft boxes of ammo using fewer resources - which is already in the game. Yes, the recipes are gated, but if you're only saving storage space (not resources) by bundling the ammo, what's the point of gating that?

(My QoL mod only allows bundling loose ammo into boxes if you also unlock the recipe to craft boxes from raw materials, but this is for consistency with the base game, no other reason.)
he was referring to the scrapping feature.
Post automatically merged:

There is way too much ammo given out in vanilla now, for sure.

The main thing vanilla needs is multi-scrap for items. Why does me scrapping a 9mm bullet only give me a bit of brass? Where does all the lead and gunpowder go?

I went with using SCore's scrapping to do what the OP mentioned in my mod, I just don't like that it's instant. But I chose this way over other methods mentioned because I didn't wanna have to add a crap ton of recipes to accomplish the same thing.
oh the powder spills everywhere, or gets wet, or any number of things. And the lead gets tossed when we yank it out of the shell(totally by accident see. and then trying to find it in the grass, etc is basically impossible.
 
Overall, the ammo balance is a bit of a mess. (SP, warrior)

Early game, I do like the idea of having "wrong" types of ammo; kinda just to encourage the "using what you have" -feeling. That is usually hampered by not having the weapons to fire the wrong type, either; can't "use what you have" if you can't use it... Early .44 ammo is completely pointless, shotgun shells pretty much the same; so effectively I'm looking for 7.62 for the PMG, ignoring everything else. I "can" make other pipe weapons, but they're weak to the point of just wasting inventory space.

Once you get "your" weapon type, you usually start also having enough ammo for it; just from looting. Every other type of ammo just goes in a box, there's no scarcity to inform your decisions.

Later on, the full storage boxes of 7.62 get a little absurd. So much so that I started carrying around an empty m60; it takes almost a stack of 7.62 in the same inventory space, and if I manage to throw away a few dozen rounds of it while out there, I'm saving space... and playing an MG build yet again :P

The main use for "changing the type of ammo" I could see myself using, is just feeding tons of turrets. Same could be achieved by allowing turrets to use the "special" ammo types and adding 7.62 turrets. Last I played, any of the ammo drops weren't usable in the turrets, so I never built any; not really worth the crafting trouble.
 
I don't understand this objection. It's not like bundling ammo increases the amount of ammo you have. All it does is take up less storage space, and storage space is the cheapest thing in the game.

If we were talking about adding ammo boxes to loot then you might have a point, but AFAIK nobody's advocating that. (I did not add that to my QoL mod.)

Your objection would be more appropriately directed at the ability to craft boxes of ammo using fewer resources - which is already in the game. Yes, the recipes are gated, but if you're only saving storage space (not resources) by bundling the ammo, what's the point of gating that?

(My QoL mod only allows bundling loose ammo into boxes if you also unlock the recipe to craft boxes from raw materials, but this is for consistency with the base game, no other reason.)

Sorry, I was talking about ammo conversion to other ammos, the thread topic. And quoted the wrong post
 
I don't really have any problem with having a lot of extra ammo that doesn't get used. That used to be the case when I only ever used 9mm, but once I started using a sniper rifle for horde night and used a desert vulture for my normal ranged weapon (I'm usually using spears for most stuff), then I stopped having extra. 9mm and shotgun ammo went into turrets and then I was using all types of ammo. The problem now is not getting regular ammo anymore except in the early game because turrets can't use the other kinds of ammo. That is far more of an issue to me than the possibility of having extra ammo that I don't use. Now, the only way to use turrets late game is to constantly craft ammo. If they change anything with ammo, I'd rather see them change it back so that you can find regular ammo all game. Or at least make it so the turrets can use HP and AP ammo.
 
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