RimWorld

RimWorld

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Dragon's Very Special Ores
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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611.609 KB
21 Aug, 2021 @ 8:28am
15 Apr, 2024 @ 4:45am
10 Change Notes ( view )

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Dragon's Very Special Ores

Description

"Features"
This mod adds 5 semi-original fantasy themed metals, that have their own strengths, weaknesses and color, and are dedicated to some of my fellow streamers that have helped me grow. I have attempted to balance them in relation to vanilla ores, as well as comparing them to those found in other mods. The ores are tweaked to be quite rare, but when found, generate in larger quantities. This is done in order to make them useful, but not override to many vanilla (such as steel) and modded (such as iron from materials expanded) spawns for ores that are required in order to build progressing structures and the like.

Stat comparison
Here is a google spreadsheet[docs.google.com] I made in order to compare the stats between my own ores, and that of other mods/vanilla.

I can also highly recommend Textile Stats: ingame crafting material database for ingame comparison and checking of stats:

Why did I make this?
I wanted to make an extension to my fantasy ores mod, where I would dedicate some ore types to other Rimworld streamers, that have helped me grow since I began streaming myself. I quickly realized, that if these were included amongst the other ores, there would likely be too many ore types for most people. Therefor I decided to split it up into its own sub-mod, so that you can opt out of these if you want. That being said, these ores are just as valid additions as the ones from the main mod.

What is Included/changed?
There is a total of 5 ores:
  1. Captolite - Captolamia[www.twitch.tv]
  2. Laatim - TeamLogicNL[www.twitch.tv]
  3. Keellikoi - KillerKeo[www.twitch.tv]
  4. Roosterium - AlexRoosterfield[www.twitch.tv]
  5. Tumblum - TumblingSatellite[www.twitch.tv]

Through XML Extensions, you can configure which ores should generate. This can be switched on the fly without breaking your save! Though you do need to reload Rimworld for any changes to take effect.

Each ore also has a color coded texture in 3 sizes, making it easier to distinguish smaller from larger stacks of ores.

What this does not do
There is no added processes, specific buildings or other game mechanics included that expand the use of the metals beyond what the vanilla game, and other mods might do. Nothing is changed, all the ores are just additive, and inherit the baseline properties in the same way that vanilla ores do. There is also no unique texture for each ore (yet), but I would like to make that eventually if I can. Due to the simplicity of this mod, it is quite stackable with other mods, and could even extend them if they dynamically patch in modded ores.

How to use this
Chuck it into your mod load order wherever you think makes the most sense. If you use other mods that can benefit from modded ores, make sure to place this mod according to those mods guidelines.

Compatibility
Any mod that changes ore spawning behavior can end up overriding my own patch. In these instances. If the mod lets you configure the spawning behaviour, just change the settings there to your liking. The other patch operations, such as making the ore items "useless" should still apply.

Known mods that override my ore spawning patch:
[KV] Configurable Maps

Other ore related mods I made
Dragon's Ore and Stone Retexture
Dragon's Ores
Dragon's Special Ores

Mods that I personally use with this
Stuffed Floors
Marine Armor Materials
Stuffed Security
[WD] Materials For Vents
[WD] Materials For Coolers

How can I support your work?
If you enjoy the content I put out, consider supporting me, it would be greatly appreciated!

[ko-fi.com]
10 Comments
joester610 29 Sep, 2024 @ 7:18pm 
Captolite already has the same yield when mined as ores that stack to 500, except it stacks to 75 so it takes up a lot of space as of now to store or transport. The only thing I was recommending was leaving the yield the same and allowing it to stack to 500.
joester610 29 Sep, 2024 @ 7:16pm 
During that run, I was using the "Set up camp" mod so that I could go to mountain biomes to try and collect more captolite since mining ore deposits was the only way to acquire it (no ground mining or trading). Even then, it was incredibly difficult to get any large sums of it. At least from my experience, the spawning of Captolite is already rare enough to where you won't have to worry about hyper-inflation. Using it as a currency never really worked for me anyway since you could not sell it to traders.
DragonKing  [author] 20 Sep, 2024 @ 8:58am 
The biggest issue with giving more yield, is that the value of the ore is going to hyper-inflate your colony wealth, making for extremely unfair raids etc.
joester610 20 Sep, 2024 @ 1:56am 
I suppose. Just figured I would let you know since it is a potentially non-niche issue for anyone who goes light on their mod usage
DragonKing  [author] 20 Aug, 2024 @ 6:36am 
To answer your question though, I don't know if I can override the stack quantity, but I should be able to I guess. But you can also achieve that with a stack mod or deep storage mod.
DragonKing  [author] 20 Aug, 2024 @ 6:33am 
@joester610 - OI think it is because I am so used to playing with stack size increases since back when I made this, that small quantity stacks like this is not that big of a problem. Still, I never really had the chance to test the Captolite being used extensively. It is also intended as a currency/material hybrid, except actually useful for equipment, or structures for its stats.
joester610 17 Aug, 2024 @ 11:14pm 
I highly suggest updating the large quantity ores (x10 required) to stack to 500 rather than 75. Just for kicks I tried using Captolite for a lot of the things in my colony about a year ago and the number of issues I ran into because of the 75 stacks were incredible.
SepphorisVT 5 Feb, 2024 @ 2:50am 
Ty! <3
DragonKing  [author] 5 Feb, 2024 @ 2:46am 
@SepphorisVT

It is used for the settings menu for the mod. It is a framework that makes it easier for modders to add settings, as ohterwise, adding settings to a Rimworld mod is quite the headache.

As stated in the description atm:

"Through XML Extensions, you can configure which ores should generate. This can be switched on the fly without breaking your save! Though you do need to reload Rimworld for any changes to take effect."
SepphorisVT 3 Feb, 2024 @ 7:46pm 
What exactly is XML Extensions required for?