RimWorld

RimWorld

Expanded Materials - Metals
348 Comments
ambient_npc_manager 5 Oct @ 12:20pm 
really specific but can we get a setting so that the research requirements to make steel are available by default in industrial or spacer starts?
Schadenfreude 28 Sep @ 12:26am 
@JustSkell
before any material has been delivered to a "frame" of a new building you can click the frame and at the bottom will appear a gizmo to select alternative materials.

If a pawn has already delivered, lets say steel, but you want to make it out of mild steel, you'll have to cancel the frame.
Schadenfreude 28 Sep @ 12:24am 
Would it maybe possible to get a mod option to toggle the default material used in buildings, instead of having to micromanage it for every new building, pipe and floor layed down?

I usually want to make things of iron, when possible, and I'll want to make things of mild steel, when possible.
JustSkell 27 Sep @ 10:56pm 
Oh, you mean changing main material, but aside from wood/any other material stonecutter table recipe requires steel by default...
Argón  [author] 27 Sep @ 9:27pm 
There should be an option where you find the "deconstruct", "find copy", etc. When you place the ghost building, before the colonists start bringing the resources.
JustSkell 27 Sep @ 9:07pm 
How do you even change the secondary material ? Or i may just have mod conflicts honestly
Argón  [author] 27 Sep @ 8:49pm 
You can craft the stonecutter's table with iron, mild steel and bronze too.
JustSkell 27 Sep @ 1:46pm 
stonecutter's table requires steel but i cant craft steel because furnace requires stone block???
Wrath 25 Sep @ 12:31am 
Map Designer seems to have a hard time wityh your mod :

[Map Designer] Applying settings
[Map Designer] Terrain settings: Default
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key 'EM_MineableCoal' was not present in the dictionary.
[Ref BA8FE6A3]
[0x00010] in <51fded79cd284d4d911c5949aff4cb21>:0
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
mack 24 Sep @ 5:40pm 
i guess bro
Argón  [author] 16 Sep @ 6:24pm 
There's a patch that could be made. I'm gonna note it down.
Any idea how to fix these errors being reported by your mod? (only spams when this mod and Dead Man Switch are enabled together)

Config error in DMS_Police_Ranged: Cheapest weapon with one of my weaponTags costs 540 but weaponMoney min is 530, so could end up weaponless.
Config error in DMS_Squad_Sniper: Cheapest weapon with one of my weaponTags costs 540 but weaponMoney min is 530, so could end up weaponless.
JalenKimura 16 Sep @ 11:26am 
Hey wondered if you knew anything about this and the compatability with Medieval Overhaul because that mod says it effects ore spawns and stuff
Argón  [author] 15 Sep @ 11:15am 
Hardly without a Harmony patch, and my guess is that it would have to be on their side. I'll check it out if I can, but I can't promise I'd be able to fix it.
Phrost 15 Sep @ 10:37am 
I found an interesting interaction with project rimfactory. Placing the S.A.L. crafter with electric smelter set to extract ore from chunks does the work but yields no output. After looking at the recipe it looks like the problem happens because the output of the extract ores bill is a custom output function and not a hardcoded list of materials.

Is there any way to make this work?
Argón  [author] 7 Sep @ 10:03pm 
I never got to fully play with SOS2. I'm willing to do so soon, so I'll have better ideas to ease the work when using said mod. :p2chell:
AlohaIroha 7 Sep @ 10:00pm 
Thanks for the headsup. Nice mod! Just found that if using Save Our Ship 2 and staying in space primarily. Getting copper and silicon for wires/multianalyzer/components can be next to impossible from scrapping entire spaceships. Unless you send a ground expedition. Which is fine but I didn't know at the time. :masterworks::techpriest::steamthumbsup:
Argón  [author] 7 Sep @ 9:55pm 
I wouldn't recommend it. The ores and items made of the materials of this mod will likely break or despawn. I'm not sure about how the things built with the replacement material feature will work. That is a feature of Argonic Core, but I'm sure it would trigger errors if it doesn't detect the material.
AlohaIroha 7 Sep @ 9:37pm 
Quick Question, sorry if I missed it somewhere in the description. Is removing the mod midsave okay? Besides the removal of any items/weapons made of the expanded metals? Or is that a bad idea and I should wait till Im done with my current playthrough?
Argón  [author] 5 Sep @ 4:19pm 
Yes, they do.
QOMRADEQUEER 5 Sep @ 3:49pm 
Do these metals appear as veins which we can mine?
cllmsteele 2 Sep @ 11:15am 
yeah i was wrong still looking for the cause of this problem
cllmsteele 2 Sep @ 11:05am 
im having a bug where i can select any and all smelter types and furnaces however i cannot select anything after that i have to press esc to deselect it and then again i can select other things around the map but i get stuck every time i click on any of the smelters or furnaces i think i know whats causing it but i just thought id mention it here
False-Alliance 29 Aug @ 7:56am 
@tabakista I believe with cherry picker you could probably simply disable them(? Im not 100%)
Phrost 26 Aug @ 9:25pm 
https://gist.github.com/HugsLibRecordKeeper/e00a4c95d8b900f0af55fad76ee30619

https://justpaste.it/jo0hp
here is the mod list

https://justpaste.it/itm6i
here is a copy of the player.log, I hope that helps, please let me know what else I can provide.
Argón  [author] 26 Aug @ 7:26pm 
Have you tried with only this mod active? Maybe some mod is conflicting. A log would help me but it doesn't 100% guarantee that I'll be able to pinpoint your issue, especially if it's caused by a mod I never used.
Phrost 26 Aug @ 5:04pm 
Dear Argón, any chance you could help with my issue? I can provide modlist, logs, whatever you need.

Germanium, bronze, or any other alloy component recipes are not showing up.
Argón  [author] 26 Aug @ 3:46pm 
I think for that a patch could be made, although I'm not 100% sure if it'll work the intended way.
tabakista 26 Aug @ 2:29pm 
Any chance for settings to be able to disable some of the metals?
Use case: I'd like to use it for a medieval playthrough but raiders keep showing up with weapons made of fancy metals
Phrost 25 Aug @ 10:47am 
So for whatever reason the germanium circuit recipes are not showing up in the fabrication bills. I have checked everything I could think of, all research is done, everything is done, but some of the recipes are simply not there.
_♣Caligula♣_ 21 Aug @ 2:37am 
Yes.
NoHud 21 Aug @ 1:23am 
Can lead poisoning be managed/controlled using masks or specific gear? Would that be difficult to incorporate?
Argón  [author] 19 Aug @ 10:10pm 
Yes, I think it's totally possible! The best thing is to try it out and get a feeling at the mod. :p2chell:
dorobo 19 Aug @ 8:00pm 
do you think it's possible to use this in a medieval playthrough ? i just want smithing to feel more real than just getting steel and making things, the smelt part gives saborrr
Argón  [author] 18 Aug @ 11:09am 
Only crafting recipes.
piercebuster 18 Aug @ 12:48am 
I tried uninstalling and reinstalling the mod earlier. But after Schadenfreude's suggestion I did it again, plus the VEF and Argonic Core.
Still no change!

Thanks to both of you for the responses.
At this point I'll just accept that my batteries don't cost lead! :)

On a separate note:
Does the lead poisoning trigger on construction of buildings, or just crafting recipes?
Schadenfreude 17 Aug @ 9:52pm 
Maybe try to completely remove and redownload the mod.
Argón  [author] 17 Aug @ 8:44pm 
That's a very odd issue. There is an option for lead to be added to batteries. Maybe it's some old configuration lying around or something. It's really hard to tell from here.
Schadenfreude 17 Aug @ 6:19pm 
@piercebuster
All batteries, even modded ones, cost lead for me.
piercebuster 17 Aug @ 4:31pm 
I forgot to say: I also looked through the Vanilla Expanded settings, and found several options for this mod, but none that seem to affect the batteries recipe.
piercebuster 17 Aug @ 4:29pm 
2 components*
piercebuster 17 Aug @ 4:28pm 
Hey Argon, I just made a new game with only:
Harmony
Rimworld
Biotech
Odyssey
Expanded Materials: Metals
Vanilla Expanded Framework
Argonic Core

Batteries still cost 70 steel (or mild/tempered) and 3 components. No lead.

I also tried putting EM: Metals at the bottom of the load order. Same result.
daz_ian 16 Aug @ 8:41pm 
I've been playing around in dev mode, and it looks like mining work sites (requires Ideology) aren't patched to create sites for the new ores that can be generated or avoid creating sites for the ores whose generation are turned off.
Argón  [author] 16 Aug @ 6:17pm 
It could be another mod overriding the cost or it could be that you have the setting turned off. Under the Vanilla Expanded settings menu, you can find different toggles for the recipe changes of this mod.
piercebuster 16 Aug @ 4:47pm 
Hi Argon! Love the mod.

The description says lead is needed for batteries, but I only need steel and components. Was this a forgotten feature, or is it my modlist?
Schadenfreude 15 Aug @ 10:04pm 
@Argón
Yeah, there is a vacuum property now, you can compare it to heat, and if you want your pawns with low vacuum resistance to survive in orbit, then you need them to have rooms that are airtight and supported by oxygen pumps.

Walls made of non-Air-Tight material will leak oxygen and vacuum presence in the room will increase, making the environment dangerous.

Regular steel walls count as Air-Tight, since steel has the Air-Tight property, but Tempered Steel and Stainless Steel do not (I haven't tested the other materials that are added by this mod).
Argón  [author] 15 Aug @ 8:40pm 
Is that something new from Odyssey? I didn't play with it much yet.
Schadenfreude 15 Aug @ 7:27pm 
Any particular reason why Tempered Steel material is Airtight, but Stainless Steel isn't?

Would like to have Stainless Steel structures in orbit that keeps the ship from leaking oxygen.
Schadenfreude 12 Aug @ 10:16pm 
Absolutely love the mod, thank you for the contribution!
BrandonVG-Español 24 Jul @ 1:27pm 
si se puede construir con cosas de hierro, solo debe poner la estructura para construirlo y en la parte de abajo te saldra si quiere hacerlo de hierro, medio hierro o acero, como si fueras la tipica construcion que te piden hacer otras facciones en tu colonia