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Eiswolf999

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Eiswolf999

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About this mod

Because to survive war, you gotta become war is phun Kidz.*


...Fuck, I'm old...
...Those damn kids on their skateboards!...

Requirements
Permissions and credits
Changelogs
Features:
-Standalone structure with snap points
-Standalone armor and weapon bench with added snap points
-Standalone universal storage with snap... You get the point.
-Standalone Ammo Printer (expensive)
New with v 0.2:
-Standalone Explosives Printer (slooow)
-Cryo Grenades

-Standalone, even if I thought about a Mantis replacer.




Ah yeah, coming home after a long day of species exterminations and killing half the population of a moon in the middle of a giant vacuum. Your now ready for a rest with your favorite soundtrack from "Unicorn, death to the traitor horse" but what is that? No ammo? Your weapon workbench stands not exact parallel to the room? Not anymore my strange friend, not anymore. Time to conquer the brea... bullets!


How it works:
-unlocked with Manufacturing research 1-3
-everything is found in the buildings tab in one entry... structure tab? In the build menu. It's an exclamation mark, hard to miss.
-Everything costs only credits to build. Still not stranded on an island.
-build the structure
-snap stuff to stuff for snapping stuff
-build a Ammo Printer (two snap points per room)
-choose what you want to produce with the terminal
-shoot fast things at not so fast things
-?
-mass extinction


Its expensive to build all of these, that's intended.
The Ammo production is free, cheap or expensive (depending on the version) and slow. This should balance the no weight thing a bit and should not lead to 10k bullets every hour.


Three versions available:

A new Bullet: 1 thin air, love and space magic per bullet. Base version. Needed! I got lazy and tired maintaining different standalone versions.

Only choose one or none:

The 17th century strikes back: 1 lead per bullet. 1 Iron, 1 Solvent, 1 Antimicrobial per grenade/mine. Fuses not included. Load after Base version.

Return of the gunninjaofdoomanddarknessOMGover9000: 1 Lead, 1 Copper, 1 Structural Material, 1 Benzene per ammo. 1 Polymer, 1 Solvent, 1 Antimicrobial, 1 Alu per grenade/mine. Load after base version.
(I know, not correct for ammo. Good luck searching for acids. Will implement a very, very finicky way to produce ammo if a gunnerd asks nicely).


Very optional and experimental  (not really tested):

Drunken Spacewizardsailor:  Adds all (fully functional) Printers and the Storage to Deco, for your indoor/flat/spaceship needs. Not fully tested. Load after Base version.
In case someone is asking him or herself: Adding the missing category's to these deco buttons is like 15 sec work but I cant really reliable replace the activator with the available tools right now. Consider this as a workaround.



Installation:
Extract Mex_Armory.esm into your Main/MoreMain/SuchALongFolderStructure/WTF/Starfield/Data directory. Not the one in Documents.
Write *Mex_Armory.esm into your plugins.txt. Writing means not screaming. Or scream while writing. It's your live. If your using one of the optional files write *[optional_file_name_awesome] UNDER *Mex_Armory.esm. Under means not above.
If your using my Greenhouse Mod, load the Mex_Armory.esm after Mex_Greenhouse.esm else the interplanetary transport via Cargolinks will not work. After means not before. Or anus if your from Germany.


.esm are experimental! Will likely lead the machines into an all ending war with humanity. I swear, my coffeemaker has this glance in his eyes while I write this.


Known "bugs":
-no menu icons. It's not that it is not possible to add them right now, which it is. I just hate them.
-storages from the base game will not take any ammo. Damn hippy Containers! Except the InterstellarawesometransportstufffrombasetobaseCargolink container.
-the sound from the printers sometimes disappear and/or never appear. Still trying to figure out why.



Conflicts: Possible with mods which alters Form List's for vanilla containers. The one for CargoLinks specifically. Also possible with mods that overwrite half of the base game objects while missing out on half of the data in these objects.



*Note: PTSD is not phun kidz. It's the exact opposite.


My Mods:
The Spice
Modular Extraction Greenhouse
Modular Extraction Armory
Modular Extraction Bio-Lab
Catwalks

10x Grav Jump Thrust and Reactor Output
Freedom of Extraction

Freedom of Storage
Freedom of Caelumite Extraction