RimWorld

RimWorld

Mithril
9 Comments
pgames-food 25 Sep, 2021 @ 11:11pm 
hi you could drop a note to mlies (continued) mod series page (i think he has a prefered page for requests for continuation but hes helps loads of mods continue) :)
supersonic  [author] 25 Sep, 2021 @ 11:00am 
@Drakuba , this mod is kind of abandoned tbh. It should still work in its current state on 1.3 but at this time I do not have plans to continue work on it. I'd welcome someone else taking over the mod and expanding it though if someone who views this feels compelled to
Drakuba 25 Sep, 2021 @ 7:31am 
neat, mithril is generaly considered good for mages since its light and conducts magic well, any plans to combining it with Rimworld of Magic? :) you could add adamantite as well, which would take on role of mithril have now, heavy protection armors, heavy hitting weapons
exBeNN 11 Mar, 2021 @ 10:27pm 
This mod is a surprise, glad I found it. Great job.
Avericat 26 Dec, 2020 @ 4:40pm 
I will make sure to check it out! I am currently building my modlist because I haven't played combat extended in a long while
supersonic  [author] 26 Dec, 2020 @ 4:32pm 
If you didn't notice the materials rebalanced mod, I think you'd like that one a lot as well. It sounds like we have very similar thoughts about the tribal/medieval situation in CE! It adds quite a lot of armor pen factor to existing materials, and is not necessarily a straight buff. It decreases the weight of uranium for example but also decreases blunt damage mult (but increases armor pen). Sort of gives a bit more of a vanilla feel where melee is concerned.
Avericat 26 Dec, 2020 @ 4:30pm 
I am starting anew bc I didn't have combat extended on in my current playthrough! I didn't think it wouldn't be savegame compatible. Don't worry-
supersonic  [author] 26 Dec, 2020 @ 4:20pm 
Glad you like the idea Oken, I've just updated the description, but just so you know, you actually don't need to start a new save to use this mod (or to remove it)
Avericat 26 Dec, 2020 @ 4:07pm 
I love this idea, I am even starting a new playthrough for it. It is sad how underpowered tribals and medieval technologies are with combat extended. They are so bad it breaks immersion, it is just not feasible for tribals or medieval factions to exist with the power gap they have. Thanks for this mod!