RimWorld
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Metals+
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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2.564 MB
2 nov 2018 om 13:07
26 aug 2024 om 15:07
10 wijzigingsnotities (weergeven)

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Metals+

Omschrijving
This has been updated for RimWorld 1.5

This mod adds more metals with unique stats and textures. I tried to base everything off of real-world values, but while still keeping the metals balanced to Rimworld. Four of the metals can be found in the world, and one of them needs to be created at a smelter.

I do plan to add more metals in the future, perhaps even some fantasy metals, however, I felt 5 was enough to justify a public release. I originally only created this mod for myself, but as the workshop seems kind of lacking in terms of material mods for Rimworld, I figured I'd upload this.

The metals added are as follows (in the same order as they are visible in the image above):

Copper - A highly thermally conductive, softer metal.

Tin - A very soft, fragile metal. Mostly useful for makeshift weaponry, buildings, or smelting with copper into bronze.

Bronze - An alloy smelted from copper and a little bit of tin. It's beautiful and on-par with iron in terms of fucntionality.

Iron - The precursor to steel. (Don't worry, compacted steel still spawns naturally in the world.) You can use iron to make decent tools or armor or refine it, in a smelter, to create steel.

Titanium - A very stong, light, and durable metal. It isn't able to completely match plasteel in most of it's abilities, but it's a close second. (It's also realistically rare and expensive.)

This mod is, in many ways, a successor to More Metals by "gay monster dad". I couldn't find a replacement after the author stop updating it, so I edited it myself, and eventually created this mod. This is not, however, a reupload, or an updated version of his mod. It's different in a few key aspects. I also didn't include his "Serenite" metal in this mod, as I didn't have his permission to do so, and it's uniquely his idea.

Please let me know if I made any mistakes, or if you find it's incompatible with any other cool mods.

Apparently, it is not compatible with Combat Extended, or maybe it is? We're one and one at the moment. If you want to help settle this debate, please let me know in the comments whether or not this has worked with CE for you.
Populaire discussies Alles weergeven (1)
0
20 sep 2021 om 22:38
Rename bronze for incoming Vanilla Expanded
Madmatt88
268 opmerkingen
Kyrrisayo  [auteur] 23 jul om 16:44 
@flynn It was entirely XML until Meltup contacted me one evening looking to add some new features, and they added the DLL.
lux 23 jul om 5:44 
Also it's definitely compatible with combat extended, whoever reported that probably had another mod interfering
lux 23 jul om 5:44 
Alright, I submitted but I'm new to modding, it seemed pretty straightforward though. This mod is mostly just XML right? I noticed it packages a DLL though? Either way it's working fine on 1.6 with no changes other than updating metadata
Kyrrisayo  [auteur] 23 jul om 5:35 
@flynn Absolutely. It saves me the trouble of updating, and those sound like some cool features!
lux 22 jul om 23:20 
Can I reupload 1.6 with your permission? I was getting into modding and made a fork that updates to 1.6 and adds platinum. Also want to enable building conduits with copper and a few other things
Kyrrisayo  [auteur] 25 mrt om 18:31 
@Battl3bee Somebody commented once that it wasn't compatible, so I took their word for it.
Battl3bee 25 mrt om 16:52 
what does it mean not compatible with CE? I've been using it with CE for a while and haven't had any issues whatsoever with it. has nothing to do with combat so idk why it says that.
Kyrrisayo  [auteur] 5 nov 2024 om 17:54 
@dotjson My apologies. I'll get that change added soon then. For some reason, even though you responded a mere 45 minutes later, Steam didn't notfiy me, or least, that's the excuse I'm going with if I happened to just miss the notification.
inkywynky 5 nov 2024 om 13:22 
its not ce compatible
dotjson 11 okt 2024 om 6:28 
Looks like you can just drop <veinMineable>true</veinMineable> within the ore ThingDefs and in between the Building tags and that should work!