Overview
This mod expands ammunition production and defensive equipment options by introducing new crafting paths, technologies, and materials.
Most bullet ammunition types can now be cast directly in the foundry from molten iron and copper, respectively.
Rockets are produced in the biochamber, providing an alternative manufacturing chain.
The EM-plant also receives some ammo-related recipes (if applicable).
All new recipes are gated behind additional technologies to create a more structured progression.
If combined with any planet start, some technologies should come earlier than usual; this is intended to feel like a midgame bonus.
Tungsten Ammunition
The mod introduces tungsten-based ammunition with an extended range of +25% compared to standard variants. Tungsten ammo integrate into the new tech tree and are a Vulcanus-focused alternative to uranium ammo.
There are firearm magazines, cannon shells, and even railgun ammo made from tungsten.
Armour Plating
Armour plating[1] can now be crafted as equipment. It functions as a shield-like component with high durability, but slow recharge, favouring sustained survivability over rapid recovery.
Available armour plating variants:
- (Light) armour plating
- Reinforced armour plating
- Tungsten armour plating
- Reactive armour plating
- Composite armour plating
The (light) armour plating is tier-1, reinforced armour plating is tier-2, and the rest are tier-3, and all have some ups and downsides to make it more interesting. If you wish to make any changes to the balancing, feel free to open a thread.
[1] In-game, it is displayed with the American spelling.
Technology Depth
The mod provides a few progression paths and additional production methods, from foundry-based casting to biochamber rocket manufacturing. Key technologies ensure that advanced ammunition are unlocked in a few steps. Combined with the introduction of tungsten ammo and armour plating variants, this should give you more options.
Technologies include:
- Light Ammo Casting: for yellow and red ammo production
- Heavy Ammo Casting: for cannon shells and uranium ammo
- Tungsten Ammo: crafting and casting said ammo
- 5 techs for the 5 armour platings
- bio-explosives: key tech for bio-rocketry
Weapon Crafting
Optionally, you can also cast (or the equivalent) weapons like a pistol[2] and gun turrets in the foundry. Casting the car or tank will also be possible. With other mods, there are even more recipes for the foundry and EM-plant.
[2] The base recipe was removed in 2.0, but who am I to tell you not to craft another pistol?
Artillery Shells
In the late game, there are also special recipes for "new" artillery shells: the base-game (pre-2.0) becomes the "medium artillery shell", while the space-age version is the "heavy artillery shell". This is true for damage as well as for the cost factor. This change is optional, but I recommend it.
Any Planet Start mod
I want to mention this mod specifically, as I planned every tech and recipe for it. If you start on Vulcanus, you shall get the casting recipes earlier. Same with Gleba, then you shall get the bio-rockets earlier.
Compatibility
There is already a nice list of mods that work with this mod:
Weapons and Ammo related:
AAI ironclad,AAI Ironclad gunboat and mortar turret , and Strategy mortar turret -> they fit well together
Modular Turrets -> nice variety of turrets
vtk Cannon Turret -> even with the cannon shell magazines
All (?) relevant KingJo Mods
Quality of Life/Utility
Custom Grids -> particular good for my armour platings
Overhaul Mods
AAI Industry
K2SO
BZ Lead
Other mods
Metal and Stars
If you think a specific mod needs special handling, you can suggest it.
My other mods:
OCs Stone Casting -> for all stone-related things
OCs Exoplanetary Expansion -> the "modpack"
OCs Alternative Science Production -> alternative science recipes
OCs Nauvis Science Port -> enables base game sciences in non-Nauvis buildings