RimWorld

RimWorld

Fantasy Metals Reforged
75 Comments
Aegis J Hyena 8 Jul, 2024 @ 11:29am 
1.5 when? :)
Renix 22 Apr, 2024 @ 5:17pm 
weird I never had a problem using this in 1.4
KhanKanin 27 Jul, 2023 @ 4:29am 
Thank you for this mod, though we can't use it anymore since going to 1.4 but it was still a really great mod and I appreciate your work.
baeus6 28 Nov, 2022 @ 5:32pm 
You can just load it, it seems to run fine on 1.4
Aegis J Hyena 4 Nov, 2022 @ 12:29am 
I really hope this hits 1.4 -- I enjoyed the variety it gave my mining runs.
Renix 25 Oct, 2022 @ 12:02am 
does this work in 1.4?
Pawmee 24 Oct, 2022 @ 2:40am 
please update for 1.4
Redtor 23 Oct, 2022 @ 6:35pm 
Wassup.
killer 13 Aug, 2022 @ 9:10am 
dead mod lol
Alexander Zagirov 7 Jul, 2022 @ 1:34pm 
Overall, it’s a good idea to give every metal its own specialty but poorly executed. Legendary metals having a market value almost identical to plasteel? Commonality of 0.3 for all of those metals while plasteel’s is only 0.05? Very “balanced” indeed.
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.
Delta7777777 16 Mar, 2022 @ 11:48am 
Happy to help @Litcube
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>
Litcube 15 Mar, 2022 @ 6:59pm 
@Delta7777777: Dude! Good work!
Delta7777777 15 Mar, 2022 @ 3:25pm 
@Litcube
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.
Delta7777777 10 Mar, 2022 @ 9:33am 
@Litcube
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
Litcube 31 Jan, 2022 @ 2:27pm 
Anyone figured out how to add these to the long range mineral scanner?
MercuryDoll  [author] 21 Jan, 2022 @ 4:12am 
From where you're posting, this must seem like an 18 karat run of bad luck.

Translation: No, must be unlucky RNG because the mod doesnt change vanilla ores.
Riddle 78 20 Jan, 2022 @ 8:42pm 
Literally *all* of the gold ore I find,be it natural generation or meteorite impact,is solpyrite. Is this intentional?
KhanKanin 10 Oct, 2021 @ 5:34pm 
That's great. I still remember one of my first run-ins with an enemy with a scaletite weapon, one of my earliest colonists in a 7 year run and best melee fighter was promptly destroyed by a raider with a scarlet naginata instantly taking off one his arms forcing him to drop his 2 handed weapon and ending his 300+ killing spree. So now I like to treat the scarletite weapons like relics if I ever get to craft them because of that, thanks a lot for the great mod!
MercuryDoll  [author] 10 Oct, 2021 @ 4:28pm 
It doesn't touch vanilla steel in any way and shouldn't interfere.I personally used a similar "iron to steel" mod before and had no problems (other than iron being a bit more scarce due to pool saturation)
KhanKanin 10 Oct, 2021 @ 3:49pm 
Sorry if I just overlooked it in the description or something but I was wondering if this changes anything for steel since I wanted to use it with the medieval overhaul mod, but it's incompatible with anything that changes steel. Also thanks for this mod I've been using it for almost a year now and it never leaves my modlist for medieval playthroughs.
Hans 15 Sep, 2021 @ 2:03pm 
Yesss! Thx man :D
MercuryDoll  [author] 15 Sep, 2021 @ 1:44pm 
Okay i give up. I'm not dead actually, and i brought myself to update the mod so your modmanager doesnt scream at you anymore.
heymegalodon 15 Sep, 2021 @ 7:06am 
1.3 please :whitekitty:
Hans 19 Aug, 2021 @ 3:28pm 
Update :D
Rangelx97 15 Aug, 2021 @ 5:45pm 
1.3 pls
eeedora 6 Aug, 2021 @ 7:42am 
Mithril :steamhappy:
Delta7777777 5 Aug, 2021 @ 2:40am 
Is anyone else having an issue with the metals from this mod not showing up on the long range mineral scanner's search list, or is that just me?
Zookes 3 Aug, 2021 @ 10:57pm 
It is xml mod only, works OK 1.3

Materials from this mod are for combat gear stats, beauty and value only... they do nothing else.
Ausar the Vile 31 Jul, 2021 @ 10:30am 
1.3?
PremierVader 6 Jul, 2021 @ 2:57am 
Hi how exactly can i edit the mod to remove the metals I dont like and keep the ones I do? I dont want to pester the mod creator with making an option for disabling certain metals.
Burden of Brine 5 Jul, 2021 @ 8:52am 
Are the materials in this mod only affecting damage, attack speed, armor and beauty values?

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?
Rolhn 30 Jun, 2021 @ 9:53am 
Buuut the real question is, is this CE compatible?
test 14 Jun, 2021 @ 8:01am 
is it possible to disable natural generation
5katz 29 May, 2021 @ 6:18pm 
nevermind i think redownloading fixed it, seemed to be a steam issue
5katz 29 May, 2021 @ 6:01pm 
does this mod still work? for me it does spawn the ores, but the materials themselves just dont load in at all, not spawnable in dev more, dont appear upon mining the ores, and dont spawn as the Stuff of metal items, is there any known incompatability?
Hot Grill 10 May, 2021 @ 12:27pm 
It was a very sought after metal in ancient Greece, especially naturally occurring orichalcum.
MercuryDoll  [author] 10 May, 2021 @ 9:10am 
And Mithril is presumed to be Aluminum and Steel, yet these terms are still mostly known for its fantastic description in fiction and not one you'd find in an industrial catalogue. Now back to your cave, nerd.
Hot Grill 10 May, 2021 @ 8:27am 
I was adding you so I could say this in private and you could save face, but you ignored me. Orichalcum is not a fantasy/fictional metal. It is in fact a real life alloy of copper and gold.
Delta7777777 16 Apr, 2021 @ 9:38am 
I would also like to disable some of the metals if at all possible. Some don't quite fit the backdrop of the world and lore of my current save. Perhaps this is the point where I should learn to edit lol
baddest sumbitch on the road 28 Mar, 2021 @ 12:03pm 
can you disable specific metals from occuring?
KhanKanin 24 Dec, 2020 @ 5:27pm 
Thanks for this!
supersonic 21 Dec, 2020 @ 6:50am 
TBH for all requesting changes I would recommend making a local copy and editing things you dont like. Personally I've removed every metal besides mithril and edited the stats quite a lot on mithril to fit my run
Mycophobia 19 Oct, 2020 @ 9:14pm 
To my understanding attack speed of weapon are not modified by weight, but specific "cooldown" stat of the material. Wodden club attack faster than granite ones not because it weights less, but because all rocks have a 1.5x cooldown modifier, similarly, things like plasteel have a better modifier that lets them attack faster. As is, the Mithril in this mod does not attack faster than steel at all.

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.
Terry_Voldetort_2th 4 Oct, 2020 @ 1:07pm 
Thanks for the mod! I love building Wakanda from tribal to archotech using this mod and the quarry mod and custom configs. I have a question though. As is started making Vibranium walls i saw that they are 50% flammable. I know steel is flammable in the base game but vibranium being flammable isn't that lore friendly imo. Could you change it or is it like that on purpose?
Eqqsquizitine Buble-Schwinslow 3 Oct, 2020 @ 10:05am 
Ahh, alright. Well, sucks about Solorite. Hopefully it gets some form of use other than "Gold lite" eventually. Coding is hard. My friend does it, and when he talks about it I feel like a toddler talking to a brain surgeon.
MercuryDoll  [author] 3 Oct, 2020 @ 6:32am 
The gimmick of solorite was intended to be that it made things made out of it glow, so furniture made from it would double as a lamp, but i couldn't find a way to make it do this stuff without delving into C# code, which i am as proficient at as the average cattle. So for now it's just a gold substitute i guess. As for the idea behind it's purely Agracore's invention.

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.
Eqqsquizitine Buble-Schwinslow 2 Oct, 2020 @ 4:15pm 
This mod looks really cool, but I was wondering if Solorite shouldn't be at least a little bit more... Useful? As it currently stands, Solorite is outdone in many aspects by gold. Well, to be fair, you have to use more gold to craft an item from it, but maybe this is where Solorite could stand out from the crow..? As in, it too being a "tiny" metal like gold or silver, and getting some minor stat buffs to make up for it.

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.?
TetraGrath 1 Oct, 2020 @ 11:53am 
CE already has a patch for this mod with the latest release. My mistake.
TetraGrath 30 Sep, 2020 @ 6:43pm 
Combat Extended should be a quick patch. I'll educate myself a little bit on this mod's balance and how it might look in CE, and then I'll write a patch and see if I can get it merged onto CE's Github, or alternatively post it on the Workshop.