RimWorld

RimWorld

[TWC]Cupro's Alloys 1.0
39 Comments
Victoria, Angel of the void 23 Dec, 2021 @ 7:48pm 
Neat.
Mlie 11 Mar, 2020 @ 12:07pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019702358
Hope this helps anyone! I changed the floors-display to use the vanilla floor-dropdown since that was requested.
[ROK] LithiumMaud 29 Feb, 2020 @ 4:58am 
Has Planned for 1.1?
IMI Negev 23 Jan, 2020 @ 10:35am 
@Symons Architect Sense does not work in 1.0, any chance this could get changed to use the vanilla floor dropdown?
Telarin 13 Dec, 2019 @ 6:50am 
Is there a table somewhere that compares the attributes of all the alloys to each other and to vanilla materials?
Gibbs26 9 Dec, 2019 @ 3:27am 
Tried to uninstall for new modlist but the ores and all the production buildings won't uninstall from a new worldgen. Please help, I don't know what I'm doing wrong?
CassieIrradiated 7 Nov, 2019 @ 11:43am 
How does this work with Combat Extended? Where does it need to be loaded relative to it? The ammo and guns still just take steel. It seems like the ammo should take copper, lead, and brass (FMJ/HP), or copper, steel, and brass (AP). If the brass cost is too much, aluminum or steel work too.
cjuicy 29 Oct, 2019 @ 1:23pm 
Can we get compatability with Stuffed Floors? Currently the flooring tab is clogged with the different alloy floors when they should be under the broad tile options the mod provides. Thank you.
Arkantos Eli 8 Oct, 2019 @ 1:56pm 
Bronze is a better material than steel. Is this intended? Or do I need to start a new game to have the steel's stats be changed?
Wiri 20 Jun, 2019 @ 11:42pm 
Can we get a fix for the floor menu? I believe the original ran on Architect Sense, however, a similar feature has now been added to base Rimworld. However the current iteration doesn't stack, and the floors tab is a mess. (duplicated versions of the 'tile' floor type).

The mod is still compatible with mods which do this natively for the mod (stuffed floors).
"The" SeanMacLeod 29 May, 2019 @ 9:16pm 
That would take WAAAAY too long lol
pgames-food 29 May, 2019 @ 9:14pm 
heheh :)
when i first read your message i thought you were going to write it in "phonetic morsecode" :)
"The" SeanMacLeod 29 May, 2019 @ 5:35pm 
"One mod to rule them all,
One mod to find them;
One mod to bring them all,
and in the game-code bind them!"

:bigGrin:

(I would have written in phoenetic Mordorese, but I don't think it has a word for "mod" lol)
pgames-food 29 May, 2019 @ 4:17pm 
yeah more mods for the game is cool :)
i just wish it was a bit easier knowing which Rock/Ore/Gems and Metal mods can be used without conflicting with another) :)

we need 1 ring to rule them all lol
Lord Archadeas 28 May, 2019 @ 1:18am 
Still, good practice to grab permission, even if it is open. It is respectful and just good faith. :)

@pggames-food Na, just considering making a mod to expand metal resources to the mod, including something like 100 metals, alloys, minerals, composites, plastics, etc. Not sure if I will release it, just making sure I have permission before hand.
TheWhiteCrayon  [author] 28 May, 2019 @ 1:04am 
@Lord Archadeas it's licensed under Creative Commons Zero v1.0 Universal. You may use it as you wish
pgames-food 27 May, 2019 @ 4:15pm 
Lord Archadeas are you bring your other mod swords to rimworld? :)
Lord Archadeas 30 Apr, 2019 @ 4:24pm 
Can I get permission to use the Ingot texture? I know its simple, but I like to get permission and still love this mod. I am poking around at making my own mod for it. Just asking in case I feel like releasing it.
happy grambus 4 Mar, 2019 @ 10:02pm 
You think you could make a co-mod that allows +Metals to work with it? So we don't have metals that are overlapping.
bwrbird 2 Mar, 2019 @ 12:29am 
True, though a chunk of solid magnesium is unlikely to go up in flames because it is its own heat sink.

Also, for those who use the quarry mod, you have to go into the mod settings and add the new metals to the list of stuff you can get out of it.

Finally, in the vein of CE compatability, the game throws an exception whenever I look at the stats tab because the melee armor penetration value is missing.
"The" SeanMacLeod 24 Feb, 2019 @ 12:34am 
...and powdered aluminum is used in fireworks to get that bright silver color.
Ivellios 23 Feb, 2019 @ 10:04pm 
@megaboto Look up Class 'D' Fires. Magnesuim can be lighted with just a match, did it in Chemistry class.

https://www.elitefire.co.uk/help-advice/detect-and-extinguish-class-d-fires/

Manufacturing Facilities that have 2 metals such as Aluminium and Iron, have to be very careful otherwise you'll create Thermite.
5katz 2 Feb, 2019 @ 8:38am 
please group the floors since architect sense is not used anymore and it may clutter the floor tab
"The" SeanMacLeod 7 Jan, 2019 @ 6:34pm 
Metal does burn; what do you think sparks are made of?
megabot 6 Jan, 2019 @ 2:15pm 
Now I am dead
megabot 6 Jan, 2019 @ 2:14pm 
...why do the metals burn?like,seriously,a forest fire just burned down a room full of mechanoids
That Snake Jenny 2 Jan, 2019 @ 12:27am 
Now the question remains, which metal of these have the best cold insulation? I am currently doing a ice sheet survival and I want to know which one is the best for making a flak vest out of for maximum cold resistance. -140 degrees C (-220F) is not to mess around with.
Mycroft 19 Dec, 2018 @ 2:24am 
how does black steel compare to hyperweave and plasteel? it looks like it has a fairly complicated production chain, yet both Hyper and Plas can be very easily mass produced by many other mods.

really looking for new materials for mid-late game armor and new textiles for mid game clothing
Kenny Dave 29 Nov, 2018 @ 9:09am 
Thank you for updating :)
Zaanix 19 Nov, 2018 @ 2:42pm 
I use this mod as well as the Quarry mod, is there a chance that I'm just missing the compatability settings, or is that a completely different patch someone will have to make? I remember them working together in older updates.
megabot 18 Nov, 2018 @ 7:38am 
...why is it that everything is flamable?that doesn't make sense
TheWhiteCrayon  [author] 18 Nov, 2018 @ 2:40am 
Doesn't look like it's caused by this mod zmadz, looks like it might be the Combat extended mod line 1572
zmadz 14 Nov, 2018 @ 12:36pm 
hey mate i been using this for a while now but i just noticed an error appearing
Here is the log file {LINK REMOVED} line 1214
TrashedDT 3 Nov, 2018 @ 8:08pm 
@TWC, FYI, I've added Cupro's Alloy Base Metal support to Industrialisation's Deep Mine. If Cupro's Alloy is loaded first, then Industrialisation's ore's and recipes are replace with Cupro's Alloy equivalents. This will help with the "double ore" issue where two coppers and two aluminum are found in the game.
Yeet_My_Gallbladder_Pls 3 Nov, 2018 @ 6:52pm 
I love this mod. Thank you for updating. :paws:
Silvermink 30 Oct, 2018 @ 4:17am 
I really want to love this mod, like the stones mod, but it makes steel and plasteel too hard to keep stocked up on, even with deep mining. Far too many vanilla objects require only steel or plasteel, making alloys mostly just useful for weapons or sculptures. Adding a steel/aluminum and steel/copper recipe for components would help. Also, adding copper/aluminum conduits and variations on some of the steel only workbenches (stove in particular). And please turn down the % of deep veins being copper and aluminum or add a option to be able to alter them ourselves.
Cameronvg2 28 Oct, 2018 @ 1:04pm 
Can you please pick up survivalist additions and zen garden? they are so needed for any medieval/tribal playthrough and even though it says 1.0+ its buged to hell and i cant use it
Los.Injurus.Bob.Blunderton 26 Oct, 2018 @ 3:58pm 
Satisfying the "Inner but always purposely hidden Interior Decorator OCD" in all of us. You should put that in the beginning of the description as honestly it's fitting. Much easier than painting my house in real life with my bad back / bad joints.
Luinithil 20 Oct, 2018 @ 5:34am 
I'm curious, but would you be interested in picking up Survivalist's Additions and Zen Garden from Cupro's mods as well?