RimWorld

RimWorld

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Expanded Materials - Metals
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Mod, 1.4, 1.5
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8.074 MB
18. zář. 2024 v 10.33
9. led. v 15.58
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Expanded Materials - Metals

V 2 kolekcích od uživatele Argón
Argón's Mods
34 položek
Expanded Materials Collection
10 položek
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[ko-fi.com]



[01/04/2025]: v1.0.3
- Added new metals to long range scanner
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.



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Populární diskuze Zobrazit vše (2)
42
31. led. v 20.41
PŘILEPENO: COMPATIBILITY & AUTOPATCHES
Argón
8
5. úno. v 11.04
PŘILEPENO: BUGS GO HERE
Argón
Počet komentářů: 241
Argón  [autor] před 8 hodinami 
Nice ideas. I'll consider them for balancing.
blackrave před 16 hodinami 
2)There's no need to ever return to mild steel once steel and tempered steel can be produced reliably.
Maybe give it some unique benefit over tempered steel? Steel being average baseline, maybe mild steel is better for blunt force weapons and provide better protection against blunt damage, while tempered steel protects better against sharp damage and gives bonus to sharp damage?
That way there is some uniqueness and ocasional need to alloy one over another?
blackrave před 16 hodinami 
I have some considerations about mild steel.

1)When comparing material prices of buildings that can be built either from bronze, iron or steels, mild steel is worse than any option.
Lets take for comparison fueled stove. It's material price is
Bronze-88
Iron-88
Mild Steel-120
Steel-80
Tempered Steel-72

Who in his right mind whould ever choose mild steel over other options, let alone even alloy it?
Short of few, very special cases, there is no reason to ever make mild steel as it's now.
Maybe rebalance it a bit?
Using same example of fueled stove
Bronze/iron-100
Mild Steel-90
Steel-80
Tempered Steel-72

That way there is at least some benefit to use mild steel over iron.
Argón  [autor] 5. bře. v 8.40 
It's not patched, but the problem can be assessed with Resource Dictionary. Or just by using the mods separately and enjoying what each one has to offer.
Sumatris 5. bře. v 1.46 
The mods sounds pretty cool, but how does it interact with the copper and tin introduced by the RimForge mod? I'd hate having to uninstall the latter for various reasons.
Argón  [autor] 4. bře. v 16.00 
It's always good to know, thanks!
Colonel.EXE 3. bře. v 22.18 
Eyy, Argón, just lettung you know that Cables and Plumbing is incompatible currently. I don't think its anything you can do as it's their compatibility patch to your old mod thats breaking it. (its looking for VMEu_Copper instead of EM_Copper). its a pretty serious break as it makes smelters cause bills to fail to load. Anyway, yeah, not trying to ask you to fix someone elses mod, just letting you know in case someone blames your mod for the break.
Argón  [autor] 22. úno. v 11.53 
I'll check onto it.
Naria Reynhard 22. úno. v 3.45 
Lil issue, as I started with tribals I wanted to play with some Pillas for once instead of bows for ranged. I'm using CE so I need to make them pretty often.

But, problem is that, in your mod they must be made with 6 steel, you can't use iron. Which makes pillas pretty useless because when I'll be able to produce steel, I won't have any use of pillas anymore. Is it possible to add your metals to the pillas recipe ?
Argón  [autor] 18. úno. v 12.16 
The toxicity into the environment thing was an idea until I realized adding custom gas types was not possible in a reliable way. Any non-human pawn simply doesn't get poisoned, unless it's a bug.