RimWorld
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Expanded Materials - Metals
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Mod, 1.4, 1.5
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8.064 MB
2024년 9월 18일 오전 10시 33분
2024년 11월 7일 오전 9시 07분
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Expanded Materials - Metals

Argón님의 2 모음집
Argón's Mods
아이템 34개
Expanded Materials Collection
아이템 10개
설명



[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]
인기 토론 모두 보기(2)
38
2024년 12월 19일 오후 1시 51분
고정됨: COMPATIBILITY & AUTOPATCHES
Argón
6
2024년 12월 25일 오후 1시 10분
고정됨: BUGS GO HERE
Argón
댓글 201
Vincenator 19시간 전 
Hi! if I add this mid-save, will it generate the new ores on new maps(like if I went to re-settle in the mountains or a caravan camps in a mountain tile?)
Tonic 2025년 1월 2일 오후 4시 16분 
An issue I've run into for medieval overhaul is that iron from MO is mined as iron ore and then smelted into iron ingots. Iron from this mod is just called "iron" and requires no smelting. On the surface this isn't a huge issue, but what I've found is that "iron" cannot be used in place of "iron ingots". I'm thinking the different names may be causing this
Argón  [작성자] 2024년 12월 31일 오후 12시 53분 
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 2024년 12월 31일 오후 12시 23분 
is this compatible with medieval overhaul?
Argón  [작성자] 2024년 12월 30일 오후 2시 30분 
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 2024년 12월 30일 오전 11시 00분 
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  [작성자] 2024년 12월 30일 오전 10시 39분 
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 2024년 12월 30일 오전 10시 25분 
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 2024년 12월 29일 오후 11시 55분 
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  [작성자] 2024년 12월 29일 오후 8시 05분 
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.