RimWorld

RimWorld

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Expanded Materials - Metals
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Mod, 1.4, 1.5
File Size
Posted
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8.064 MB
18 Sep @ 10:33am
7 Nov @ 9:07am
5 Change Notes ( view )

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Expanded Materials - Metals

In 2 collections by Argón
Argón's Mods
34 items
Expanded Materials Collection
10 items
Description



[ko-fi.com]



[11/07/2024]: v1.0.1
- Made lead poisoning curable with a 25% chance if it is treated below 15% severity.
- Lead poisoning treatment is no longer available when the hediff is not visible..
Make sure you have the latest version of Argonic Core!



Expanded Materials - Metals is a mod that aims to add complexity and difficulty to the gameplay experience of Rimworld by adding new metal resources such as iron or copper. The mod is aimed to be integrated with the vanilla game and some of the most popular mods out there. You can expect more complex production chains and more immersive gameplay, especially if you are seeking for a challenge and variety.













































There might be some things that aren't reached by the automatic patch code or whose cost list doesn't make sense. If you find something like this while playing, make sure to report it in the pinned discussion so that I'll be able to add it to my roadmap and fix it when I have the time.



Q: Where are the settings?
A: Under the "Vanilla Expanded Framework" tab.

Q: Save game compatible?
A: Adding the mod mid-game will not cause issues, but the new resources will not generate naturally.

Q: Can I switch from the old version?
A: No, sadly. This new version has new code and internal names, and switching will 100% break your save.

Q: Can I suggest a feature?
A: Sure thing! Leave a comment below or join my Discord server.

Q: Are you seeking help for these?
A: I do modding because it's fun and because I want to add new things to my own playthroughs, but I'm always open to collaborations and new opportunities to make great things. My DMs are open and you're invited to join my Discord server to discus your ideas.

Q: Will you add compatibility for X mod?
A: It's unlikely that I will make patches for mods that I don't use, that's why I made my best effor to make automatic patchers and make the mod as intuitive as possible, so that other modders will be able to make their own patches if they want to. You can reach to me for help if you want, I don't mind it at all!



Art, code and infographics created by Argón.

Huge thanks to the people at the Rimworld server for their help and to Vanilla Expanded for their useful framework.

Rimworld is property of Ludeon Studios.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
Popular Discussions View All (2)
38
19 Dec @ 1:51pm
PINNED: COMPATIBILITY & AUTOPATCHES
Argón
6
25 Dec @ 1:10pm
PINNED: BUGS GO HERE
Argón
199 Comments
Argón  [author] 7 hours ago 
Materials from MO are exchangable with these. Other kind of fine-tuned compatibility is yet do be implemented. Sadly I haven't been having much time to play enough with MO and create a reliable patch.
LNBalestra 8 hours ago 
is this compatible with medieval overhaul?
Argón  [author] 30 Dec @ 2:30pm 
Yes, that's the way I play medieval basically. I mostly restrict myself with mods that modify time, ideologies and mods that alter tech progression/research speed.
Tonic 30 Dec @ 11:00am 
Yeah the game is really much more focused on early industrial and beyond, the way I play is very atypical so I'd imagine most people wouldn't use bronze age tech unless they were specificly restricting themselves.
Argón  [author] 30 Dec @ 10:39am 
It's hard because the game's natural progression goes against the concept, but with proper modding and tweaking it can be adjusted. My idea for bronze in this mod was to make a metal that was reliable but also more oriented to decorations and crafting. I guess I could try making some more bronze age content sometime. I honestly have to play more Rimworld because I'm modding it a lot and forgetting how it feels to actually play. :lunar2019coolpig:
Tonic 30 Dec @ 10:25am 
I suppose my way of playing is a bit different then most. I usually use mods that add a lot of early game stuff so I spend a lot more time in the Neolithic and medieval era. Medieval overhaul actually moves smithing up the pipeline a bit. So when using that mod it really feels weird that I can't make metal weapons till then. It gets even weirder with VFE: classical mod because you can't make bronze until you can make iron.

Tbh this is an issue that goes beyond this mod and I think what I'd really like to do is make a bronze age mod. I think this can be done with just xml editing so it shouldn't be too hard, just time consuming.
rebelops 29 Dec @ 11:55pm 
Yes, I've run into that issue just recently with BlindSmoke, but I should be able to work around it. I can't think of an alternative way to put lead in particulate form though. Well, Tynan exposes a little more to XML with every major patch, so here's hoping 1.6 has the controls for gas. From there, you could easily do the same with uranium.
Argón  [author] 29 Dec @ 8:05pm 
Restricting specific metals is a hard concept to work with. It would definitely come in handy though. I see what you're talking about, but also in the game you generally have metals to work with at the beginning, either by mining or scrapping, so my mod is more oriented to medieval playthroughs, in any case, your suggestion is pretty good, and I see sometimes an early smelting method could be useful. I'll consider it for future content updates.
Tonic 29 Dec @ 5:08pm 
After some testing I think my biggest issue is the lack of early metal working. Softer metals like copper, tin, bronze, and lead were often melted using wood fire and sometimes a flux. After that it would be cast into various types of casts, the one I know most is sand casts. I think I can solve this by making an early furnace and casting table. The process I'm thinking of using is: using early furnace to melt soft metals into ingots, then those ingots can be used to cast weapons or armor. Though I'm curious if you can restrict specific metals in a workbench or if you need to make new recipes.
Argón  [author] 27 Dec @ 9:07am 
Lead poisoning is hidden at the beginning or initial phase. I can't remember if you're able to treat it though. I think I did change that in a previous update so that you can effectively "fully cure" it, although the idea is that lead poisoning doesn't grow in severity, so if you leave it at low severity it doesn't really impact your pawn's health as much.