RimWorld

RimWorld

Titanium+ (continued)
12 Comments
Kill7X 15 Feb, 2024 @ 8:39pm 
Looks like a flown-under-the-radar mod. Giving it a try next run!
Chrissant 25 Nov, 2023 @ 8:51pm 
It seems kind of pointless to keep titanium itself when I can multiply its value by turning it into weave and making stuffed clothing out of titanium weave instead of armor with titanium itself. Perhaps you could make it so titanium weave requires synthread or devilstrand as well to create?
Dragoneer 22 Dec, 2021 @ 5:04pm 
once steam decided to dish out the update, ill check it out when i got time, the patch looks great to me!
Let's Crash  [author] 22 Dec, 2021 @ 4:54pm 
I like the ideas, implemented both a reworked a whole bunch of stuff. Check out the changelog for more info!
Dragoneer 22 Dec, 2021 @ 12:18pm 
also, the melee cooldown is the same as that of uranium at 110% (higher number is slower) which doesnt make much sense to me, since titanium is lighter than steel, and plasteel has a melee cooldown of 80% (faster)
basically, as it stands, making melee weapons ouf of titanium makes them hit hard as hell, but also very slow, but if you're doing over 20 points of damage, almost every hit will destroy whatever it hits (with some exceptions) losing all of th eremaining damage potential you got.

it's 'better' to have a weapon with say... 12 melee DPS that hits really fast, than to have a weapon that does the same amount of damage, but really slow
i personally would like to see the melee cooldown lowered to 80%, the same as plasteel, because as it stands, slow, hard hitting weapons are useless to me, but if you don't want to change that, that's fine, can still make structures and clothes out of it.
i suppose its a good replacement for uranium maces, same speed, but more damage.
Dragoneer 22 Dec, 2021 @ 4:16am 
Neat mod, will be using it
though i noticed this material only adds heat insulation (temperature) but no cold insulation at all
might want to add that
Let's Crash  [author] 15 Dec, 2021 @ 10:22pm 
If anyone is really interested but not in having more armor I could try patching the stuffable changes directly onto the defaul armors, saving some valuable research and workbench clutter
Let's Crash  [author] 15 Dec, 2021 @ 10:19pm 
@ASMR I have a small compromise, it's a bit long-winded.

I made a version of all vanilla armors (including royalty's) that can all be crafted with metal and wood stuff. It's been painstakingly balanced (for my ocd's sake) to 1-1 match the default materials used in each recipe.

I then added a research project for each armor type and made them offer a boost in armor at 1.2 for flak armor and 1.4 for big armor for spending time researching more armor.

It will work with this Titanium mod, and I also included a small patch that removes the armor limit of 200%. Not sure if it works with 1.3 yet but let know if this sounds interesting.
Ali50 14 Dec, 2021 @ 8:55am 
@Let's Crash ty for the resoponse! I'll try and see how it feels ingame then and if two titaniums are distracting :D
Let's Crash  [author] 13 Dec, 2021 @ 10:59am 
You will probably have two different kinds of titanium, or experience duplicated def name issues.
In terms of warhammer, that appears to be up to that mod author as his recipes all use set ingredients. This mod will work with anything that uses metallic stuff as an ingredient, so it would end up being a big rework of his armor and weapons. Assuming we're looking at the same mod.
Ali50 13 Dec, 2021 @ 5:36am 
Can Glitter Tech Titanium be used as a substitute here? Or will I have two different titaniums in my game if I use this in addition?
ASMR gaming 12 Dec, 2021 @ 8:13pm 
rename it 1.3 oh and warhammer 40k mod compatibilty