RimWorld
Cupro's Alloys (Continued)
111 opmerkingen
Worst Player NA 15 jul om 20:41 
@Mlie bless! I always use bismuth for my ideology room and throne room so glad to have it back! :3
Mlie  [auteur] 15 jul om 12:06 
@Worst Player NA Fixed now, the new asset bundle was missing some specific properties when generated for the terrain textures.
Worst Player NA 13 jul om 12:54 
I cant tell if it's this mod specifically or one of the floor mods but my bismuth floor went from being a beautiful must-have to a nasty solid light blue :c Does anyone else have this issue or know how to fix it? Or is it some weird 1.6 issue?
Gandhi2000 21 jun om 4:48 
I have noticed, this mod is incompatible with the "Expanded Materials - Metals" mod when using copper, so you will have two different kind of copper. As the later named is used in fabrication of various items, I would ask if it would be possible to fix this. THX!
Lord_Havoc 28 mrt om 6:06 
@Grays - you might want to take a look at my mods - I made a patch for this mod that does things with all the stats.
It does however introduce a new problem - you'll have too much choice ;)
Grays 18 mrt om 20:54 
Largely disappointed by this mod.

(1) Nothing is better than plasteel.
(2) You can't craft plasteel or a plasteel equivalent from other alloys.
(3) With the *very slight* exception of black steel, there really isn't any major utility for most of the alloys other than a few of them being very nice for making sculptures.

I was looking for a mod that could let me spend a lot of time and effort to make some truly endgame strength walls that could take immense punishment or be a significant upgrade over the best materials in the base game, but this mod really just adds a lot of complication for not that much benefit, unfortunately.
TheBronzeWarrior 13 aug 2024 om 20:44 
this was cool but it ended up making the game much harder due to replacing basically all compacted machinery veins
TheBronzeWarrior 26 jun 2024 om 0:45 
im downloading this because i love decorating and nobody shall stop me
EL WIWI 13 jun 2024 om 7:26 
you got it mr. mile, i was just checking to see if i was going crazy 😭
Mlie  [auteur] 12 jun 2024 om 14:39 
@disco man Please see the Reporting Issues section described above
EL WIWI 12 jun 2024 om 14:22 
is it just me or does this obliterate the hidden power conduit from the building menu
Frayo 8 jun 2024 om 4:46 
It does, thank you!
Mlie  [auteur] 8 jun 2024 om 4:12 
@Frayo Should be fixed now
Frayo 7 jun 2024 om 22:55 
Loved this mod for ages. But with 1.5, a new feature was added called "Mine Vein" which the ores added by this mod don't support... Is it possible to add that functionality to it? Only if you find the time, of course.
Mlie  [auteur] 10 mei 2024 om 23:27 
@mikester112 I guess, it depends on how the weapons are defined
mikester112 10 mei 2024 om 22:42 
They do in fact do that.
mikester112 10 mei 2024 om 22:22 
Do these show up on randomly generated weapons?
Nyx (She/Her) 12 dec 2023 om 0:32 
rename suggestion: Plumchalcum -> Molybdochalkos
Plumchalcum is a fictional name for this very real alloy!
https://en.wikipedia.org/wiki/Molybdochalkos
TealDragonGaming 28 mrt 2023 om 13:33 
@Mlie ok I can suggest marking this one for compatibility. Iron walls are 40% from Third Age. If I can figure out the IDs I could try editing the XMLs as well.
Mlie  [auteur] 28 mrt 2023 om 13:26 
@TealDragonGaming I assume they are based on how the game handles metals. If that mod does not work, perhaps you can suggest that it should be expanded to any metal.
TealDragonGaming 28 mrt 2023 om 13:08 
@Mlie The walls made of the metals are all 20% flammable. Maybe it's using the steel stats. Maybe it's suppose to simulate metal melting but I hate how metal burns. I can try the mod that makes steel inflammable but I don't know if that would carry over to modded metals.
Mlie  [auteur] 28 mrt 2023 om 9:40 
@TealDragonGaming.Can you be more specific?
TealDragonGaming 28 mrt 2023 om 8:33 
Anything that can be done about flammability?
Zaka Waka 30 nov 2022 om 17:37 
Nevermind, I saw you have to research before you can make them. Oops
Zaka Waka 30 nov 2022 om 17:36 
What station is used to make the ingots from other stuff?
Latol 25 okt 2022 om 7:29 
mmm weird. im wondering why the armor valuee for all the metals are nearly the same which i think kamui pointed out
Kamui 4 aug 2022 om 8:25 
https://pastebin.com/7rYJaCLH

Some stats.
1.0 = 100%
0.7 = 70%
etc..
drsavagethe1 3 jan 2022 om 21:49 
Does anyone know if this is compatible with medieval overhaul?
EldrinFal 15 nov 2021 om 18:49 
@Mlie Hey thanks for directing me towards Cherry Picker! Although it doesn't redirect the additional resources, it DOES at least allow me to stop them from being made and lets me remove the recipes so I don't make them myself!
EldrinFal 14 nov 2021 om 1:47 
@Mlie I see your point. I thought it might only disable them if it detects EMM loaded but even in that case there would be problems unless the alloys were automatically converted-- if that's even possible.
Mlie  [auteur] 13 nov 2021 om 22:12 
@EldrinFal If you want metals removed that needs to be done in a separate patch as if uts done in this mod it will cause issues in current saves. Perhaps the cherry-picker mod can be used to remove resources, havent checked
EldrinFal 13 nov 2021 om 15:12 
@Mlie Any chance of adding a patch for the duplicated metals from Expanded Materials - Metals? Comparing what the two mods add, the following are duplicated:

Copper
Lead
Tin
Bronze
Stainless Steel
Chromium

Since the author of EM-Metals is still active, I recommend using his version of the metals vs this mod's in the patch. I think that's how it works?

In my game, I'm getting multiple versions of these metals so it makes it hard to figure out which version a particular recipe is asking for.
LungeVilkas 11 nov 2021 om 14:44 
Oh, you're right! It was an old patch mod I got off the forum, seems to still work fine too.
Mlie  [auteur] 27 okt 2021 om 21:39 
@LungeVilkas I think that type of patch was added by ce or some other mod as this mods patches has no such features
LungeVilkas 27 okt 2021 om 17:16 
Does this no longer change the CE ammo to need brass, led, etc? Mine are all just taking steel.
test 15 jun 2021 om 1:59 
is it possible to disable natural generation
Mlie  [auteur] 3 mei 2021 om 7:52 
@Kazeel_Amataka Perhaps as a patch in the medieval mod?
Kazeel_Amataka 3 mei 2021 om 6:20 
Is there a possibility of allowing these metals to be made with medieval tech?
CassieIrradiated 28 feb 2021 om 9:38 
Thanks, that worked
Mlie  [auteur] 28 feb 2021 om 5:58 
CassieIrradiated 28 feb 2021 om 5:35 
It would be neat to see an option for bulk crafting, since 10 metals per operation makes crafting painfully slow.
EvilNecroid 18 feb 2021 om 4:06 
wait doesnt medieval times mod have a fuelled smelter? will that have these metals in it?
I.R.R.I.S.H. 16 feb 2021 om 15:09 
Hepatizon is misspelled :)
Mlie  [auteur] 4 feb 2021 om 21:47 
@Rabood No, just adds more metals
Rabood 4 feb 2021 om 14:46 
Does this remove steel from the map entirely?
Mlie  [auteur] 26 dec 2020 om 22:02 
@Leafnie Just this mod, I didnt make the other mod
V L A X 26 dec 2020 om 19:52 
Just curious, is it a blanket fix or a mod-specific one
V L A X 26 dec 2020 om 19:52 
Thanks!
Mlie  [auteur] 26 dec 2020 om 12:05 
@Leafnie Should be added now
V L A X 15 dec 2020 om 4:31 
Do you know if it would be possible to make this compatible with fueled smelters mod, like this one?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2131576786

The craft jobs only appear for the electric smithy.