RimWorld

RimWorld

Early Metalworking
138 Comments
мєкση  [author] 28 Apr @ 12:56am 
@Dayhjawk Yeah that makes sense, thanks for the suggestion. Will see if I am able to do that when I find time to finish the update, will also check the VE Classical patch.
Dayhjawk 26 Apr @ 9:04pm 
Suggestion: Make the pottage recipes use any combination of veggies and meat and not just X amount of the same type. It's annoying finding little pieces of meat and stuff that they won't use and are starving! Side note, couldn't figure out how to do it myself :/
Dayhjawk 19 Apr @ 6:22pm 
not using simple chains, and the only mod that adds coal i think is vanilla extended classical or something like that. otherwise i can't think of which addon is causing it. Be nice to have it fixed, instead of having to go in and find the folder and edit the code myself.
мєкση  [author] 19 Apr @ 4:32pm 
@Dayhjawk yeah it could be an interaction with another mod, maybe another that patches in coal and alters the steel recipe? Compatibility with Simple Chains: Steel is not working correctly with the new game version and I will no longer be supporting it - in case you are using that mod. Please let me know if you figure it out.
Dayhjawk 18 Apr @ 5:13pm 
I just moved to electirc in the game i'm in but I didn't have that option. Im guess there's a conflict between mods thou I dont know what it could be. Also, the cost for the food for the caludrons was wierd had to edit.
мєкση  [author] 18 Apr @ 2:51pm 
@lol thanks! glad you still enjoy the mod. I have a newer version i hope to upload soon. No major changes or additions, just a bit of cleaning up and a few compatibility patches.

@Dayhjawk Sorry to hear you're having a problem but I have looked and can't find anything wrong. Did you uncheck charcoal in the Alloy Steel recipe? If not then the pawns will likely use charcoal first as it is higher in the list.

https://imgur.com/a/CbNa5Ni
Dayhjawk 16 Apr @ 9:58pm 
I have a ton of coal from this mod, but making steel only uses charcoal. QoL would be if the recipe would use either coal or charcoal and not just charcoal but can't use coal.
lol 1 Apr @ 1:15am 
Checked this out today one more time. A somewhat overlooked great mod, filling in the early tribal industry gap.
Tonic 15 Dec, 2024 @ 8:00pm 
I just found out expanded materials metals 1.5 does a pretty good job clearing up redundancy, and plans for that? It would probly be better then a specific patch lol
мєкση  [author] 15 Dec, 2024 @ 6:58pm 
@Tonic There are often requests for MO and CE compatibility but I am afraid I have no plans for this anytime soon. It may be something I pick up at some point but in the meantime anyone is free to patch for these mods. Although I think MO patching would require a lot of work.
Tonic 14 Dec, 2024 @ 10:12pm 
hello~ any plans to add medieval overhaul compatibility?
мєкση  [author] 26 Nov, 2024 @ 4:30pm 
New version of [SYR] Processor Framework for 1.5 is now linked in Required Items
мєкση  [author] 26 Nov, 2024 @ 4:25pm 
@tanyfilina sorry to hear that :( Hopefully there is still enough differences between this mod and yours
tanyfilina 25 Nov, 2024 @ 12:06am 
How had it happened, that I haven't seen this mod before making my own which is pretty similar :steamfacepalm:
мєкση  [author] 16 Sep, 2024 @ 5:30pm 
Updated for 1.5 - see change notes

-

Patch for Simple Chains: Steel is not exactly working as intended but for the moment this mod has not been officially updated. Early Metalworking already has systems for iron, coal, steel etc. so in future it is unlikely that I will continue patch support for Simple Chains: Steel.

It is also unlikely that I will continue to support Expanded Materials Metals for much the same reasons. I should also add that I no longer have the same time to dedicate to modding as I once did.

For the moment do not use the linked requirement [SYR] Processor Framework as it needs updating. Unsubscribe from this original and use the alternative 1.5 version with the same name, you will easily find it if you search.
мєкση  [author] 4 Sep, 2024 @ 5:39am 
@Fashtar sorry for the late reply. Yes im working on it and should be soon
Fashtar 12 Apr, 2024 @ 12:02am 
Any chance we can get this mod updated to 1.5?
Naptime Hyena 5 Apr, 2024 @ 10:41am 
Is there any explanation for the pottage recipes? I cant even assign bills so i was looking for instructions.
Dayhjawk 31 Mar, 2024 @ 5:36pm 
Also, I noticed the simple pottage and fine pottage have the same values. Shouldn't the fine pottage give slightly higher since it uses more resources?
мєкση  [author] 31 Mar, 2024 @ 4:22pm 
@Dayhjawk Thanks for the report. I have not been playing Rimworld for a while now and will need to have a good look at the latest update to see what needs done. Unfortunately I am very busy right now IRL so cant give an indication when I can do this.
Dayhjawk 30 Mar, 2024 @ 11:01pm 
Cauldrons also don't count as a "need meal source".
Dayhjawk 28 Mar, 2024 @ 1:36pm 
The ingame tooltip says cauldrons make 10 meals, but it only gives out 9. Recent/past update changed this to give one less, so i'm guessing the in game tool tip wasn't modified. Also, I really tell the difference between the cauldrons. Would be nice if in game that info was available.
weeb trash 2 Sep, 2023 @ 2:21am 
Not sure if this applies to this version or only the EMM version, which is what I'm using, but I don't think unlocking the bronze recipe with smithing makes sense logically or in terms of gameplay. I'm pretty sure bronze working is a much simpler and older technique than "proper" smithing and getting access to bronze so shortly before steel seems to defeat the purpose of using bronze. I don't think it makes sense to unlock casting recipes without being able to use them either.
мєкση  [author] 3 Aug, 2023 @ 11:54am 
@marcsmin Thank you! Glad that you enjoy the mod :)
marcsmin 2 Aug, 2023 @ 1:49pm 
No worries, it is still am awesome mod none the less. Great for those neolithic/roman play throughs
мєкση  [author] 31 Jul, 2023 @ 11:53pm 
Sorry I missed the message - unfortunately it's not CE compatible although I may add support in the future.
marcsmin 27 Jul, 2023 @ 3:06pm 
@utleydill2000 No, it looks like shortsword is but the tools, and staff have no melee attack damage with CE installed.
utleydill2000 20 Jul, 2023 @ 7:15am 
is this combat extended compatible
мєкση  [author] 14 Jul, 2023 @ 6:30pm 
This from the changelog:

- Use iron and coal resources, charcoal recipe from Simple Chains: Steel
- Iron has stats of Early Metalworking iron
- Bloomery requires new medieval research tech (also Bloomery) - prerequisite is Crucible Forge
- Applicable patches apply to Simple Chains iron
мєкση  [author] 14 Jul, 2023 @ 6:07pm 
@Xyllisa Meem Paradox Station

It's simply that the resources and buildings from Simple Chains - Steel can be used with the features of this mod without conflict or duplication.

- In the case of duplication (iron and coal) SC - Steel's resources are instead used
- SC - Steel has a Bloomery building for producing steel from iron and coal
Xyllisa Meem Paradox Station 13 Jul, 2023 @ 8:43pm 
How exactly does this integrate with Simple Chains - Steel? I went back a few pages and only saw it added support for the mod.
WabbaCat 1 Jun, 2023 @ 3:54pm 
To clarify... im sure it had nothing to do with your mod... I had alot of mods going. Just mentioning that the run died so my playtime with it was over... lmao
WabbaCat 1 Jun, 2023 @ 3:53pm 
unfortunately my game died over time.... slow death to red errors despite my best attempt at only using mods I thought would work and were compat.
Type of errors where I don't even know where to begin looking for whats causing it.... (i.e. job attempted 10 times within a single tick or some nonsense.. usually on pretty basic tasks also)
мєкση  [author] 1 Jun, 2023 @ 2:39pm 
@WabbaCat Glad to hear it :)

Once I get round to working on the mod again I will try to support some new mods which have been suggested and improve some of the current patches
WabbaCat 28 May, 2023 @ 8:08pm 
its pretty good. Im not sure there is anything I can even suggest lol.
мєкση  [author] 13 May, 2023 @ 12:10pm 
@WabbaCat hello! yes i remember, your contribution was excellent :)

Please let me know how you find the mod in your new game - I wont be updating anything for a while but when i do it would be good to know where to look.
WabbaCat 11 May, 2023 @ 10:45am 
Hey there Mekon.... Havent poked in here since november. (havent been playing the game since then)
I am starting up another run, and I see you've made some changes since I last played. Looking forward to seeing how the mod looks now :)

In case you dont remember me, I was the one who recommended some changes on the values of things back then. I am sure you have had alot more whiny people like me to deal with since then tho.
force200 5 May, 2023 @ 5:47am 
Ok, thanks for the info
мєкση  [author] 5 May, 2023 @ 4:10am 
Been taking a break from RimWorld recently, sorry for the late replies:

@morpheususak - unfortunately I couldn't figure out another way, possibly I could help easily identify the redundant materials/s by renaming them.

@force200 At some point I will look at compatibility with CE and other mods but unfortunately this won't be anytime soon.
morpheusak 17 Apr, 2023 @ 12:21am 
I have Clockwork and Steam and Early Metalworking running. When I go to create a scenario where I start with copper, both of the C&S and the EM coppers appear on the list of possible items, and they are both just called "copper." I know it's not a huge deal, but I found it frustrating when I appear to have clicked on the wrong one twice now. I'm mostly just venting. Thanks for the patch.
force200 29 Mar, 2023 @ 2:03pm 
Are there plans for CE compatibility?
мєкση  [author] 3 Mar, 2023 @ 6:09pm 
Support now provided for Clockwork and Steam (Continued)
мєкση  [author] 3 Mar, 2023 @ 6:06pm 
@Xenogray I am afraid i have not checked compatibility with Medieval Overhaul. It may be something I do soon.
Xenogray 2 Mar, 2023 @ 3:38am 
Hello !
I currently play with Medieval Overhaul that already turns steel into Iron ore. Have you any idea of the compatibility between yours and MO ?

Cheers.
мєкση  [author] 1 Mar, 2023 @ 6:30pm 
@Coyote1488 Thank you for the very kind words!

Good news is that i am making faster progress than i expected with full support for Clockwork and Steam. Hopefully wont be too long :)
Coyote♥♥♥♥ 1 Mar, 2023 @ 3:41pm 
Holy cow 🤣

The "temporary" fix you just dropped was all I wanted but as always you go above and beyond in regards to this mod, thank you мєкση.

In the just a month and a half you've broken into my top five RimWorld modders. Your mod does everything a good RimWorld mod should. It slots into the vanilla esthetic easily, it expands an area lacking in the vanilla game, it adds materials that fit the vanilla game, and finally it improves and is compatible with other popular mods (I literally can't use simple chains lumber without this mod; it forces me to use steel instead of iron for the trestle otherwise).

Thanks for all you have done мєкση. I hope you continue to mod. Considering how well this one turned out I'll be watching your workshop closely for any future releases for you.
мєкση  [author] 1 Mar, 2023 @ 2:43pm 
@Coyote1488 I am glad you are enjoying it and any feedback is always welcome, thanks! I have updated the mod with a temporary fix for the error you received, however it will take me sometime to fully support Clockwork and Steam (duplicate materials, recipes etc.). In the meantime you could try using the mod/s Resource Dictionary and/or Cherry Picker.
Coyote♥♥♥♥ 28 Feb, 2023 @ 8:39pm 
Take your time мєкση, all the time you need in fact. A mod is meant to be a labor of love in the end and I'm in no position to rush you.

Thanks for all you have done in regards to this mod, it's become one of my favorites and the source of a lot of tribal and Roman rp colonies.
мєкση  [author] 28 Feb, 2023 @ 7:23pm 
@coyote1488 Sorry but my previous reply was incorrect - I have deleted it to prevent any confusion. I will have a look and see what I can do but Clockwork and Steam will likely require significant patching to make it compatible, this may take a while.
Coyote♥♥♥♥ 28 Feb, 2023 @ 2:22pm 
https://gist.github.com/6af2fdfce0a9cd7a46683463fff39a23

hello again мєкση, hate to sound like a broken record, but recently the mod necromancer Mlie revived one of my favorite mods from 1.3; Clockwork & Steam. Unfortunately the newly revived mod does not seem to be playing nice with coal and the error only occurs when I run this mod in conjunction with yours.

sooooo yeah

I pasted the log above, feel free to take your time having a look at this. i'm already embarrassed having to bother you with this again.

sorry bout this