RimWorld

RimWorld

Dragon's Special Ores
10 Comments
DragonKing  [author] 31 May, 2022 @ 8:21am 
I mostly just make the mods I want to use myself, and they end up on the workshop so others can decide if they want to use it themselves. I wont pursue feedback, but take it into account when people are actively asking for it. Otherwise, I just implement whatever I feel like :p
Shard 31 May, 2022 @ 8:16am 
I actually just found that earlier today, and it does make a huge difference. Also if you want better feedback, you could try getting people on the rimworld discord to try your mods out, there are quite a few folks there.
DragonKing  [author] 31 May, 2022 @ 8:13am 
@Kiapha, ah, in that sense. Yea, the mass listed is just the weight of the ore itself. You would need something like this for it to matter at all: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787438435&searchtext=mass+matters

That one should do what you want, and not rely on hard-coded patches :)
Shard 30 May, 2022 @ 7:25pm 
Correct, many fans of CE claim it is compatible with practically everything, but it is in fact incompatible with a ton of things. Had to remove well over a hundred mods to get it to work.

For the different stats, it isn't as helpful as it might be, as I have mods to make metal not burn, and use other materials for the beds and the like.

And while the ores do have different mass stats, they don't pass it on to what is crafted from them. Try making a building out of each material and check the mass -- all of them will be the same.
DragonKing  [author] 30 May, 2022 @ 5:36pm 
If someone, one day, makes a good framework for "stuffable ranged weapons", I think mods like these would have a lot more applications. Sadly, as it stands, ranged weapons are only affected in regards to their durability as it is.

If, for instance, one of the "hot" ores would be able to add an incendiary side-effect to a melee or ranged weapon, then you could quickly imagine similar functionality cases for all the ores.
DragonKing  [author] 30 May, 2022 @ 5:36pm 
Feedback is feedback @Kiapha, never touched CE, so like a lot of other mods seem to hint at, I guess it is just incompatible with a ton of stuff out of the box. At least we have RIMMSqol to fix it without too much hassle I guess.

I mainly made these ore mods to add more variety to finding ores, but more like an "uhh extra ores" kinda deal, not something that should be essential, such as steel, hence the rarity balance concerns.

Btw. All the ores have different mass stats. Some ores also affect bed rest, are non flammable, or even have "explosive" properties (though that one is mostly a gimmick, haha). Some ores, you can also use to gain favor for the Royalty DLC.

If nothing else, you have the pretty colors, weee :P
Shard 30 May, 2022 @ 1:03pm 
Honestly, I haven't used most of them, the bananite being an exception due to making for very speedy doors. While I'm using all three of the ore mods, I don't tend to use them much, partially because the mod apparently is not compatible with CE, which I am trying out atm. (Can't craft due to missing Metallic_Weapon and Steeled category, and missing armor penetration + bulk value)

I've been making it work by editing things with RIMMSqol.

Personally, I don't see much use for them as I am mostly doing building, and all of them have the same weight when built with, so there isn't much benefit to making anything out of less than the strongest material in most cases, even if you are traveling a lot. Putting in a statfactor for mass would likely make things a lot more interesting in that regard.

Sorry I can't give very good feedback, but at least I could point out a bug.
DragonKing  [author] 30 May, 2022 @ 11:25am 
Let me know if the new market value stats are good, or need to be tweaked. I at least noticed, that you could make tons of silver in no time, due to how abundant the ores are, WHEN you find them. Originally I balanced that with the rarity of the nodes spawning, but recently, I have been using a mod that allows you to scan for specific ores. Originally, the ore fields were intended to be larger than vanilla ores, but significantly more rare. That way you could get them in ample amounts when you are lucky, but amassing large quantities/wealth would still require a lot of luck.

The new direction for the ores, is to make them functional + rare, but not necessarily valuable, silver-wise. This should help with colony wealth growing to quickly as well, while also retaining the value of actual valuable ores. An ore might still be designed to be valuable as one of its main traits though.
DragonKing  [author] 30 May, 2022 @ 11:25am 
Thank you @Kiapha, good to see someone is more awake than I am I guess, haha. Will fix it right away. Updated a couple mods today, and didn't have time to fully test all of them, so this one managed to slip through the cracks.
Shard 30 May, 2022 @ 10:29am 
After today's update, the ores all vanished from existence. I dug through the mod files, and found that Totote had two copies of </statFactors> in it, and removal of one of them fixed the problem and all ores exist again.