Further C.R.I.T. Expansion updates #2504
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Mods "Update C.R.I.T. Expansion professions, itemgroups, further rebalances"
Purpose of change
Follow-up improvements to C.R.I.T. Expanision mod, fixing and/or rebalancing assorted things spotted along the way.
Describe the solution
Profession fixes:
crit_mags_scarh
. Uses"ammo": 100,
like the other professions so gun now actually starts loaded.army_mags_m4
, made sure their M4 spawns loaded with correct ammotype.crit_mags_m9
. The automatic rifleman may now have a sling for their LMG, as a treat. Removed balaclava since clashes with C.R.I.T. helmet liner.crit_specops_pistol
to fix the holster being loaded with the gun and its gunmods individually shoved inside the holster instead of a holstered gun with several mods on it.Item changes:
Itemgroup changes:
guns_rifle_milspec
and instead placed inguns_rifle_rare
, in exchange pellets can spawn inammo_rifle_rare
. One of these days if I ever add a proper set of item spawns for rural guns to speciate weapon/ammo spawns better it will fit better there instead. Also fixes it trying to spawn loaded with 10 rounds when it's a single-shot weapon.guns_energy
, weights adjusted to allow removing counterweight injections of vanilla items already in the itemgroup.military
.clothing_soldier_set
removed as that's a collection, and a fairly redundant one since C.R.I.T. items get used in a subgroup of the collection too.clothing_military
to make the item injections make a bit more sense as rare occurrences of C.R.I.T. armor items.energy_weapon_armory
.Recipe changes:
Describe alternatives you've considered
Testing
Additional context