JoshJ5Hawk's Super Ammo 3.3.0

Have you ever wanted to just kill without thinking about those pesky ammo stats? Well, here ya go!

This mod aims to add a single SUPER ammo for each ammo caliber. There are currently only three calibers implemented but more will come shortly. If you feel that the explosive 12g is under/overpowered, there are a couple of config options you can tweak. If you want more config flexibility, please let me know.

If you have any issues OR suggestions, please send them over to https://github.com/Joshj5hawk/JoshJ5Hawk-SuperAmmo/issues so I can keep track of them better :)

Currently Implemented
762x25TT

1143x23ACP

762x39

762x51

9x39

545x39

556x45NATO

127x55

762x35

9x18PM

366TKM

40x46

26x75

762x54R

86x70

9x19PARA

57x28

9x21

9x33R

23x75

46x30

12g (Warning, explosive)

20g (Warning, explosive)


Comming SoonTM


30x29

  • Hey Joshj5Hawk's. Big fan of your mods! Amazing job on these "Super" series of mods.

    Quick question:

    Is there a way to config each individual round to do damage and pen unique to the caliber? If not, is it something that could/would be added as a feature?

    • It's absolutely something I *could* do, but would require a decent amount of work (not difficult, but a bit tedious). When I run out of ideas of things to add, I'll look into it :)

    • Completely understandable. It would be a fantastic addition. Thanks for considering it.

    • I agree. Having m61 level pen for a 9mm round feels ... odd.

      Having caliber based stats would be a great addition to the mod.

      Heart 1
  • and where exactly to fix it in config.gson?

  • Hello everyone, this can work in 3.5.5, but you need to remove a line:


    Find this:

    this.addToRevolvingWeopons("61a4cda622af7f4f6a3ce617", "super9x33R");


    The item "61a4cda622af7f4f6a3ce617" No longer exists, is why it is broken. There are other things that still don't work properly. But this will get ya going!


    Either remove it or add "//" to the front of it. It will now load. But it does seem to be a little buggy still at times. However, it will work for the time being until they can update it properly.

    Heart 1 Thumbs Up 1
    • Thank you very much, everything worked out : обзор:

    • Thanks. :)

    • cool info dude, seems to work now

      update, ammo can't fit in any magazine...i god the trader, i can buy the ammo, but it won't fit in any of the magazines i try

  • We kindly ask you to update this cool mod

    • Look what I posted above, will work after that.

  • Getting this error in 3.5.5. I assume something changed with how the game handles revolving weapons.


    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at SuperAmmo.addToRevolvingWeapons (G:\SPT 3.5.5\user\mods\JoshJ5Hawk-SuperAmmo\src\superammo.js:561:38)

    at SuperAmmo.postDBLoad (G:\SPT 3.5.5\user\mods\JoshJ5Hawk-SuperAmmo\src\superammo.js:151:14)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at SuperAmmo.addToRevolvingWeapons (G:\SPT 3.5.5\user\mods\JoshJ5Hawk-SuperAmmo\src\superammo.js:561:38)

    at SuperAmmo.postDBLoad (G:\SPT 3.5.5\user\mods\JoshJ5Hawk-SuperAmmo\src\superammo.js:151:14)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)


    I also have the mod first in my load order, so there shouldn't be any conflicts. I also noticed that weapon is spelled "Weopon" in all lines w/ ".addToRevolvingWeopons". Anyone else having this issue?

    • It is a typo in his script, and its his own function so it will not matter. However, If you do what I just posted the mod will work. But it might be a little buggy.

  • I'd really really like to know how to make 12ga NOT explosive if it's possible!

    • Yeah. Maybe have an option in the config?

      Also ... a slug round for when you need 12ga headshots for Punisher.

      I'm patiently waiting (sort of, lol) for a 3.5.5 release of this mod (and others), as I'm thinking of updating from 3.5.1 so I can get all the new SPT fixes/features and the individually added fixes/features to the mods I use.

    • I figured it out in the end, unfortunately it wasn't as easy as that. Changing the value was fine, it was figuring out what I needed to change and finding it was the hard part.

    • Hey Banksy, how did you manage to do that? That's awesome

  • Love this mod, having issues with putting the ammo in supermags, is this a known issue?

  • If it would be possible to customize each ammo, this mod would be damn well near perfect imo. Would just be the Ammo portion of the OG BiggerBang mod.

  • Still works on 3.5.2

  • Your 40x46 nades won't work on the M203 under barrel while the vanilla once do.image.png

  • Hey is there a way to configure other ammos to be Explosive ?

    • Do ammo spawn in raids? Or is there a way to make them Spawn that i can just enable in some files on my end? Or perhaps u would need to update the mod for that to be possible?

    • Look in the "superammo.js" file it has loot spawn code in there. I recommend Notepad++ to edit such files. ^^

    • Any specific i do with the spawning code as i haven't found it in the files/mod of yours. and i don't use notepad ++ that much. I prefer VSC better tho thanks

    • All i have found is this line ("availableInRaid": true,) tho unsure how to slightly increase the spawn rate.

  • How can I make Swat M1014 shotgun use super12g BOOM buckshot ammo?

    I added code for super12g ammo in magazine filter list (5b47574386f77428ca22b33b) and it doesn't work

    Is it wrong code?

    I found code in "superammo.js" in src directoy of the mod

    I also put the code in magcap and "mag_m1014_5_12g.json" file of the mod

  • Sorry to tell you dude, 40x46 grenade ammo does not explode, its firing out like a normal bullet, does extreme damage but does not explode at all.


    Is there anyway in your files to adjust this.

  • hi josh, great mod as always i just want to report that super 9x21 ammo don't go in the sr2m veresk mags of your fellow modder mighty_condor, it says wrong ammo type. i dont know if you have to fix it or not

  • FYI - Your mod won't work with Miralyn's M16A4-Remake mod. Specifically, the lower receiver part. I was able to use your mod's 556 ammo with the lower swapped for an M4A1 lower in the M16 from the other mod, meaning it's not the barrels or whatever, so I don't know what's going on there.


    hub.sp-tarkov.com/files/file/914/



    In other news, as a suggestion, maybe have the ammo types separated? I like being able to easily change ammo stats, but having 9mm have the same stats as 762x54r seems nuts. :)

    I know this mod is partially for the memes, but that would make things cooler for me.

  • The 9x19 with the graphic of the 4.6 are an error or are propper bullets for a specific weapon, and how cai i remove the explosion effect from the .12 shots?

  • Damn. I was thinking maybe ammo that was 2 armor classes above the vanilla max with double damage. Turns out it's "over 9000" armor pen and damage. =O

  • Hi the Super 40x46 grenade launcher ammo for me seems to be bugged as when I fire them they have no detonation no matter what range I fire them to, are they supposed to explode or just be like a solid slug? I have fired them at the firing range in the hideout and also have tried multiple longer ranges on the reserve map, I am using the latest version release of this mod.

  • This is an amazing mod. Hope we get the option to have all these become tracers next :)

  • 40x46mm (HE) Grenade Launcher ammunition does not fit inside the new m32a1 Grenade Launcher.

    The ID you use to add the ammo to jackets seem to be the id for only the jacket that can spawn a dorms 204 key, which is a separate loot table.


    9x19mm does not fit into the Chiappa Rhino 200DS as it should. I see you attempted to add a whole new bullet only for the Chiappa Rhino 200DS, that is not necessary, I fixed the same issue so that it can use the same 9x19mm ammo as the pistols.


    Since I have fixed these issues in my mod, I have reached out on Discord and provided you the code and information to fix it.

  • im struggling to figure out what the round for the 23x75 flare gun does? ive shot it at enemies and nothing happens, ive shot it in the air and airdrops dont come. what does it do?

    • My mod uses similar coding, so I will answer for him. First of all, through testing I found out that the Flare gun is a bit... weird. It appears that the flare gun for some reason always deals about half of the set damage. However, why you are experiencing weird behaviour, is because the flare ammo has a 100% ricochet chance that cannot be turned off. So any enemy with armour, will take 0 damage, as the ammo will just ricochet off of them. If you hit an unprotected body part, at damage set to default 9001, it should instakill them. Also keep in mind that the flare gun has an incredibly poor accuracy. It doesn't shoot at all where you are aiming, and since it is basically invisible before the flare activates, you can't tell where it is going. Which is why in my mod I gave the flare a +1000 accuracy stat, LOL.

  • The 9x33R does not fit the Chiappa Rhine .357

    • Hey.

      Usually that gun only takes .357 ammunition.


      I see that Josh has run into a problem that the 9x19mm ammo didn't fit into the 50DS version, and tried to add a new ammunition based on 9x33R model but named after 9x19 to be used only with THAT gun, not the 200DS version (the .357).

      So either 1, you are trying to put the actual 9x33R ammo into the Chiappa Rhino, which is just wrong. Or you are trying to put his extra ammunition as mentioned above into the WRONG revolver. The 50 DS takes .357.

      I have already sent Josh the way to fix 9x19 to work with the 50DS, since I fixed it in my mod.

  • In config.json, changing "buckshotBulletsCount": xx doesn't actually change the number of mini-grenade-pellets fired out of the Super 12G and 20G - Munitions Expert will confirm this. I believe the buckshotBullets property controls the number of impact decals that are generated when a cartridge with multiple projectiles is fired, while the ProjectileCount property controls the actual number that are fired and can interact with hitboxes.


    In superammo.js, line 430:

    Code
    ammoID._props.buckshotBullets = this.modConfig.buckshotBulletsCount;

    I added another line directly beneath it, with props.ProjectileCount instead, so that lines 430 and (new) line 431 look like this:

    Code
    ammoID._props.buckshotBullets = this.modConfig.buckshotBulletsCount;
    ammoID._props.ProjectileCount = this.modConfig.buckshotBulletsCount;

    This seems to have worked, and the number of pellets fired out of the shotgun ammo now responds to "buckshotBulletsCount": xx in config.json. Munitions Expert confirms the change also.


    Otherwise, the mod works very well - thank you for your work.

    • Beautiful thank you! I'm clearly still learning what all the properties do! I'll be sure to add this into the next version!

  • I can only put one 12g shotgun shell in the double barrel it says for the other chamber it is not compatible...

  • has the nuke gl round been implemented?

  • 7.62x39 and 7.62x51 ammo models are reversed.


    Need to fix that.

  • awesome mate would you consider doing .338 Lapua Magnum ammo aswell?

  • Real fun stuff. Also can you add a proj. speed modifier, i literaly killed myself on factory with 12ga richoshet

  • Making all the bullets weigh .001 could be a good next step for this mod.

  • hey bro, the super 9x19 dosent work with chiappa rhino 200ds and the super .357 dosent work with the 357 chiappa either. just letting you know