RimWorld

RimWorld

Dragon's Ores
60 Comments
Rune Dragonfly 12 Jul @ 2:56am 
that sweet penum hidden behind the 1.6 wall. Hope you got time to update buddy. Thanks for all the good years with this mod :D
Drink4Jester 10 Jul @ 6:37pm 
Can this and the others ore mods be updated to 1.6
DragonKing  [author] 7 Jun @ 2:16am 
@InVinoVeritas - does it not work at all? I have not played RW in a while, not to mention with my ore mods, so I am unaware
InVinoVeritas 6 Jun @ 10:18pm 
Shame this mod never got needed updates. There's a suprisingly rare amount of material/ore mods for Rimworld.
Halita Silverblood 13 Jul, 2024 @ 12:55pm 
What the conclusion I came to was, or something similar occurring. Should be an easy fix to update the mod with for others.

Anyway, happy to report it.
DragonKing  [author] 13 Jul, 2024 @ 12:47pm 
@Halita Silverblood - might be something they changed. Probably just needs replacing to a proper impact sound name.
Halita Silverblood 13 Jul, 2024 @ 8:14am 
This is applicable to all 3 of your ore mods(Dragon's Ores, Dragon's Special Ores, Dragon's Very Special Ores), but I'm getting XML errors in the log relating to an improper field. Traced it down to your oremods, wondering if it can be fixed.

https://pastebin.com/s1nKs49s
LEO 15 Apr, 2024 @ 1:06pm 
I dont know really haha, but it is now fixed
DragonKing  [author] 15 Apr, 2024 @ 12:47pm 
@LEO ummm, don't see why that would be a problem, what is your problem exactly? I just updated my mod and I literally only changed a number in the about page.
LEO 15 Apr, 2024 @ 11:59am 
Oh i see, then the error might be that I have a weapon mod from 1.5 and the ore in 1.4
DragonKing  [author] 15 Apr, 2024 @ 4:23am 
@LEO I just got Anomaly as a gift yesterday, so I may take a look at it soon. This mod should work just fine as is already.
LEO 13 Apr, 2024 @ 4:30pm 
Hello, i really like your mod and I would like to know if you have plans on updating it tp 1.5? Thanks beforehand:spiffo:
DragonKing  [author] 19 Dec, 2023 @ 3:02pm 
Which mod?
Nyx (She/Her) 19 Dec, 2023 @ 3:00pm 
Hmmm, if it helps I am running one mod that restructures the quest rewards, mayhaps that is causing it to still be offered?
DragonKing  [author] 19 Dec, 2023 @ 2:26pm 
@Nyx (She/Her) ok, odd. It has been a very long time since I last touched this mod, and a quick search yielded nothing of use. The patch operations should already remove any market value etc., which the game uses to determine rewards for quests. So, unless the patches fail, I am a bit unsure what to do, but I can try and do some tests.
Nyx (She/Her) 19 Dec, 2023 @ 10:03am 
Nope, they've been off since I started the save
DragonKing  [author] 19 Dec, 2023 @ 9:59am 
@Nyx (She/Her) Thanks for letting me know. Did you start with ores enabled, then disabled some mid-save?
Nyx (She/Her) 19 Dec, 2023 @ 9:21am 
I've got disabled metals being offered as quests rewards, btw
DragonKing  [author] 10 Jun, 2023 @ 10:53am 
@silver21 You can try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888187704&searchtext=stuffed+guns

Otherwise, anything else that is stuffable with metal stuff will work.
silver21 10 Jun, 2023 @ 10:46am 
question, is it possible to use your ores to make weapons? if so, how?
Provengreil 25 Nov, 2022 @ 11:36am 
Well that was pretty responsive, even if my reply isn't. Thanks!
DragonKing  [author] 19 Nov, 2022 @ 12:23pm 
@Provengreil should be corrected now, let me know if you encounter any other oddities etc. :)
Provengreil 19 Nov, 2022 @ 10:58am 
Just a bug I found, I don't think Cryolium is using the right armor stats (they're identical to hydro).

Also, not a bug but a suggestion: Hydro and Vulcanite seem to be pretty useless as armor: there's no stat that makes me want it more than steel aside from the temperature offsets, but the armor multipliers are so bad that even basic bows ignore pretty much all of the armor. They should have a sharp armor rating of about .75-.80, enough to make it worth wearing the armor over just having your duster or parka on.
DragonKing  [author] 30 Jul, 2022 @ 2:06am 
I hope you find the new custom made graphics for the ores to your liking. It was long overdue, and finally had a bit of elbow room to make them :D
ChrisPikula 23 Nov, 2021 @ 4:18pm 
@DragonKing
:-)
DragonKing  [author] 23 Nov, 2021 @ 9:00am 
@Hans You can now make all ores non-flammable through a settings, it is off by default.
DragonKing  [author] 23 Nov, 2021 @ 7:36am 
@Chrispy I Just added the category change. The ores are now in their own category called "Dragon's Metals", let me know if any issues arise.
DragonKing  [author] 14 Oct, 2021 @ 5:31am 
I could probably figure something out @Chrispy. I havn't had much time to do modding lately, but I might have a window here and there to look at it :)
ChrisPikula 13 Oct, 2021 @ 7:28am 
Any chance you could move all of your ores into their own filter category? I ask, as it's a bit of a pain to filter them all out of 'raw resources' when I'm trying to separate my metals into stockpiles.
Hans 17 Sep, 2021 @ 6:13am 
Ahh okay thats good to know. And yeah all metal be non flamable would be cool :D
Okay i waiting for the next update :)
DragonKing  [author] 17 Sep, 2021 @ 5:37am 
@hans no, if you craft anything out of the ores, it does not carry over the explosive trait. Due to the way it works, it will only be present on the ores. I can make an option to disable the "unstable" element, as well as making all metals non-flamable. It will take some time though, and is not high on my priority list right now :)
Hans 17 Sep, 2021 @ 1:42am 
And the most Ores are Ignitable? Oo
Hans 17 Sep, 2021 @ 1:07am 
Quick Question... If i build a Wall with Vulcanite, and it is destroyed, will it explode then? And some other ores have an Expl Type and Radius. If thats the point, is it possible do disable this funtion?
DragonKing  [author] 15 Sep, 2021 @ 4:01pm 
Also, thanks for doublechecking :p
DragonKing  [author] 15 Sep, 2021 @ 4:00pm 
Ah yes @Lucent, I forgot to upload an update to Ambut, as I overlooked that one by accident.
Lucent 15 Sep, 2021 @ 3:42pm 
Tried out your new changes and it behaves much better! I experienced one small bug that remained on my end. Ambut Ore, despite being turned off, seems to still be generated. None of the other ores in either of your three ore mods spawns despite being turned off, just that one. It didn't spawn on every map, but the vast majority of the ones I tested did. It did not spawn as floor or wall tiles, just a standard block of ore to be mined.
DragonKing  [author] 14 Sep, 2021 @ 7:50am 
Also, added a "compatibility" section, as there some mods can override the ore spawning patching I am doing. Should be okay, you will just have to change those mods settings if you want to prevent certain ores from spawning in with map gen, everything else in my own patches should still work.
DragonKing  [author] 14 Sep, 2021 @ 7:43am 
Should work as intended now @Lucent but let me know if you encounter more oddities :)
DragonKing  [author] 13 Sep, 2021 @ 6:35am 
Will check it out @Lucent
Lucent 12 Sep, 2021 @ 11:06pm 
Current behavior of turning an ore "off" in the settings now causes the ore to spawn as a stone option on map generation. Ie. Slate, Marble, Ambut Ore, if Ambut ore was ticked "off". This is only visible after a restart of rimworld after changing the settings, but it will cause normally stone tiles to spawn as the ore, both floors and walls.
|dvh| 9 Sep, 2021 @ 4:11am 
You're spot on. And I should note I run Cupro's Stones, which increases the number of stones that can generate on a tile/map.
DragonKing  [author] 9 Sep, 2021 @ 4:05am 
Even if the ores show up on the world map, the commonality is still 0, meaning it can spawn... but with 0% chance of it ever happening. Just a quirk due to how the patching works, I hope.
DragonKing  [author] 9 Sep, 2021 @ 4:01am 
For what you want to do, it wont be possible afaik. The game uses the scatter commonality to both place the ores during natural generation, and the meteors. So you cannot have them spawn in meteors, without also spawning in the world at random.

I could separate the patch for enabling them through trade to prevent traders stocking them, and I can also separate the aforementioned scatter commonality so the ores only generate underground. That would be a lot of extra work though, and clutter the settings menu, but it could be done. Right now, my priorities are on other things though.
DragonKing  [author] 9 Sep, 2021 @ 4:01am 
To be more precise, toggling the ore setting does the following:

- commonality = 0 (general generation for trades and raids afaik)
- deep commonality = 0 (deep drills - also removing "deepLumpSizeRange" because you have to: used for defining how small -> big a deep ore field can be)
- scatter commonality = 0 (ore rock generation - I actually remove the whole "building" section on the ore def, which also removes the ability to get future ores from pre-existing ore rocks)
- value = 0 (so pre-existing ores do not bloat your colony wealth - though I consider removing this one)
- thing categories = null (removing any notion of material type, disabling further use for armors, weapons, structures etc.
- tradeability = none (Makes them untradeable, and merchants wont stock them whatsoever)
DragonKing  [author] 9 Sep, 2021 @ 4:01am 
@|dvh| turning the ores "off" should completely remove the ability to acquire the ore and use them in recipes, but they will retain their stats, so as to NOT break items that were made with the stuff mid-save. The ore is still in the game, but I patch it so it is no longer considered a metal, and its commonality - used for generation - gets set to 0.

When you say "tile", are you referring to world map tiles?
|dvh| 8 Sep, 2021 @ 7:24pm 
I was thinking alternatives to gold/silver, yeah.

Also, just ran into a bug where despite turning off ore spawns (I only wanted them accessible via events like meteor crashes or planetary core drills), this mod's ores were listed on the tile details when selecting one to start a new colony.
Hans 8 Sep, 2021 @ 7:00pm 
more mechanics, more to do with your stuff is much cooler :D Waiting for more ;)
DragonKing  [author] 8 Sep, 2021 @ 6:08pm 
I have also contemplated making some smaller mods that can integrate with the ores from the core mod. Such as cooling and heating structures built with cryolium and vulcanite respectively.

I would probably base it off the Frostshards mod, as it does exactly what I would need: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2492309287&searchtext=frost+crystal
DragonKing  [author] 8 Sep, 2021 @ 6:08pm 
On a side note, I am actually working on some private patches that allows you to use metals (including mine) for crossbows from various mods. I have it working, but unfortunately, metal on ranged weapons mainly seems to affect their value and hitpoints, not their damage or cooldowns. The same patches also makes the various bows from other mods stuffable, and hence compatible with expanded woodworking (forked) - which is what I use myself at least :3.

If that has any interest, I can consider releasing those patches once I am happy with it. I also want to try and clean up the research tree, as right now I have 2 researches both titled "crossbow", just as an example.