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Solpyrite is useless and just adds to the bloat.
Mithril and scarletite are both used for sharp weapons. It would’ve been best to remove scarletite and up mithril a bit.
By logic orichalcum should be mithril’s counterpart for blunt weapons, but this metal’s resistances aren’t much worse that adamantite’s, and heat resistance even 50% better. So, for endgame legendary armor (especially modded ones) capped at 200% resistances orichalcum usually a better choice.
And vibranium is the worst of them all! Not only it’s flammable but other that blunt this metal’s resistances are trash! Only 30% heat resistance, and worse that plasteel’s sharp resistance. *facepalm* You don’t want an armor created from this, trust me.
I also found a way to patch for Jewelry mod. Under Patches create a .txt and rename it to "Jewelry.xml", then add these lines and save. *Only caveat is you have to copy\paste and add the other metals from <li Class="PatchOperationAdd"> to </li> in the code. This only covers 2 metals. I couldn't post all the text because of the character limit here on steam.
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Jewelry</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Mithril"]/stuffProps/categories</xpath>
<value>
<li>Gemstones</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Adamantite"]/stuffProps/categories</xpath>
<value>
<li>Gemstones</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
Okay, now I did.
First
Under: RimWorld\Mods\Fantasy Metals Reforged create a Folder called "Patches".
Second
Create a .txt file inside of Patches and rename it to "Lumps.xml" (without the quotation marks)
Third, add this code to the Lumps.xml file, then save.
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/GenStepDef[defName = "PreciousLump"]/genStep/mineables</xpath>
<value>
<li>MineableMithril</li>
<li>MineableOrichalcum</li>
<li>MineableAdamantite</li>
<li>MineableTozra</li>
<li>MineableVibranium</li>
<li>MineableSolorite</li>
</value>
</Operation>
</Patch>
Then you are done. The minerals are now discoverable by way of Long Range Mineral Scanner.
Don't forget to remove metals from this list if you already deleted them from your other files, otherwise, if you made no changes, this covers the vanilla set-up from this mod.
No, not yet, but I might look into some other mods which add new metals and copy paste then edit their code to fit this mod.
I like using the long range scanner and SRTS ships to get tons of materials.
With that said, I already made the element I like most from this mod (Adamantite) craftable using a late end-game work-bench from the mod "Science Never Stops".
All I did was edit the recipe list for that bench and adjust the work/cost and output values.
<Adamantite>120</Adamantite>
So, with a lot of pawn effort (<workAmount>177000</workAmount>) the materials can be obtained in a somewhat similar way to mining. That was my quick-fix compromise lol
Translation: No, must be unlucky RNG because the mod doesnt change vanilla ores.
Materials from this mod are for combat gear stats, beauty and value only... they do nothing else.
I've been looking for an alternative to Cupro's Alloys as I find it to add a little too many materials. But it is difficult to let it go as it does neat things like Copper improving cleanliness when used as floors, and immunity gain speed when used for beds.
Material mods I've seen in the past have also added bonuses to miscellaneous stats such as research speed, recreational strength, and crafting speed and the like, is there anything like that going on with this mod too? Or any plans to add such?
As is I think Mithril is categorically worse than most other metal introduced in this mod, beside the fact that it is light enough to be easily carried. It will be nice it gets a cooldown modifier that can help make the weapon made with it attack faster, it doesnt need the raw damage and ap of other metals in this mod, but the faster attack will give it a useful niche.
And yes, the game has its own way of calculating attack speed of melee weapons based on weight. Wooden clubs have a shorter cooldown than granite ones. So yes, Mithril swords should swing faster than Orichalcum blades, though by how much of a margin i havent thoroughly tested to be honest. Ranged weapons however are not affected as far as i know, not sure about bows but guns generally aren't affected by anything but quality. Unless you mod it of course.
Is Solorite your own creation, by the way? I tried to find references to it online, but I ended up at some foreign real estate agency, so I figured either you came up with it, or Google is seriously confused today for some reason.
And a final thought; do these metals have an impact on the cooldown modifiers of melee or ranged weapons? Is it calculated by the game, based on weight, or is it it's own unique stat? If it is in fact it's own stat, maybe Mithril weapons should swing faster, Orichalcum ones a bit slower, etc.?