RimWorld

RimWorld

[ZAV] Fantasy Metals
37 Comments
The Bard of Hearts 11 Jul @ 11:07am 
Thanks for the mod work!
Alexander Zagirov  [author] 11 Jul @ 8:31am 
1.6 update
FiauraTheTankGirl 9 May @ 10:07am 
Then I guess I'll uninstall. I tried.
Alexander Zagirov  [author] 9 May @ 9:40am 
@FiauraTheTankGirl If you can’t craft weapons with those metals then it’s definitely a conflict with some other mod. As for prices, we’re talking about legendary metals. They supposed to be very rare so the prices were balanced to reflect that. If for some reason you can get a lot of them to trade it means you have mods that break that balance.
FiauraTheTankGirl 8 May @ 1:41pm 
This needs an update and rebalance:
Currently for some reason I cannot make weapons out of this. I can make armor out of them but not weapons.
I also noticed the prices for what you are getting are WAY Too high.
I recommend Market values of: 12 for Mithril, 11 for Orci, and 18 for Adamantine.
funestis 6 Apr @ 5:45am 
Solorite and Scarletite were perfect for some decoration (and ideoligion) porposes. The colors were important. Solorite had perfect Sun shade and I was often using it for Sun Cults paraphernalia and purple Scarletite all those Arcane stuff... Never actualy cared for stats, colors were most important.
FLAVORTOWN 2, THE FLAVANING 10 Jul, 2024 @ 12:33pm 
...please add solorite and scarletite back I want too many metals to know what to do with-
Joygale 11 Jun, 2024 @ 11:40am 
I think the only metal you may have forgotten is the orange/bronze flame-colored 'Hihi'irokane' of Japanese mythology!
Alexander Zagirov  [author] 14 May, 2024 @ 6:20am 
Go through the standard procedure. When having problems with some mod first check if it’s working as intended when loaded only with core and prerequisites. If everything okay then your problem is most likely related to some kind of conflict between mods. To find it disable half of your mod list and see if it persists, then disable half of the remaining mods, and so on until you find your culprit. Then report incompatibility. I’m not a reincarnation of Nostradamus, but if I had to guess it would be something like a “Perspective: Ores” or similar mod that didn’t get updated to support 1.5
The Bard of Hearts 14 May, 2024 @ 1:50am 
Hmm... Unfortunately, my mod list is too long to identify it easily. Any idea what KIND of mods might be causing the rendering issue like that? Any help is appreciated.
Alexander Zagirov  [author] 13 May, 2024 @ 8:36pm 
Nope. All new ores are identical to existing ones. You probably have a mod that affect how those resource nodes are rendered.
The Bard of Hearts 13 May, 2024 @ 3:45pm 
I have something of a bug?? the various ores all seem to appear as grey (like steel) before they are cut. The "Items" the walls drop are still the right color but the ores as walls are not. Any ideas?
Alexander Zagirov  [author] 24 Apr, 2024 @ 11:35pm 
@Renix Yeah, I made this fork mainly because I myself had a lot of WTF? moments with the original mod, and then it was abandoned after 1.4 patch. So, I picked it up and made into something I myself want to play with.
As for VFE – Ancients: I played with it before Biotech release and the way that power worked was by transforming the sharp damage you received into blunt. Meaning, it didn’t actually use blunt armor, but just turned cuts into bruises. I enjoyed VFE – Ancients a lot before. Going to ancient vaults, building you own laboratory, experimenting on prisoners… ahem…
Renix 24 Apr, 2024 @ 3:56pm 
a note on vibranium - In VFE - Ancients, One of the super powers your super soldiers can have is a power that turns all sharp damage into blunt damage. / all cuts and stabs become bruises.

I didn't ever use vibranium much when I accumulated metals I don't have a particular use for I gift them to visiting factions for good will, bloat metals were nice when you sometimes find an entire building made out of them.

Scarletite was way more common than mythril in all of my games, and for some reason the revian race faction had some weird rng preference for having this metal, especially with their faction bladed weapons.

It is sad that we don't have a fantasy metal that specifically contributes heavily to cleanliness.
Alexander Zagirov  [author] 24 Apr, 2024 @ 7:55am 
@Renix, after the conversation about glowing metals, I decided to try and fix Glowstone mod. Right now, I’m testing fixed version. Honestly, it was more time consuming that I originally though. The mod is ancient, files probably date to 1.1 patch. Thankfully the custom assembly is still working, otherwise I wouldn’t even bother to try.
The Bard of Hearts 22 Apr, 2024 @ 6:33pm 
Thanks for the 1.5 update!
Alexander Zagirov  [author] 22 Apr, 2024 @ 6:18pm 
I checked original version of this mod and there the veins and metal itself did have a glow comp. As we talked in comment before: making something emit light is very easy. Making something made from said metal to emit light – not. I don’t think it possible with xml alone (and original IS pure xml) unless, as you mentioned there was another mod that assisted with it. Or maybe the glow comp itself changed with the game versions and in the early ones it worked differently…
Renix 22 Apr, 2024 @ 5:58pm 
It worked in my game, not sure if another mod assisted it in working. the page says the author couldnt figure out how to do it, Another mod I had that did a similar thing added quartz and it's effects also worked on buildings in my game.
Alexander Zagirov  [author] 22 Apr, 2024 @ 5:41pm 
@Renix, I played with the reforged version on patch 1.3 and don’t remember seeing that Solorite generated any light or any mentions of it inside mod files while cleaning the code. I will try to check later to see if maybe I’m already becoming senile but it’s unlikely. If it’s true and it wasn’t just a bloat decoration metal then I will return it.
Renix 22 Apr, 2024 @ 5:26pm 
Solorite wasn't useless / a expensive decorative metal replacer, buildings made from it generated light which was really useful with the real darkness mod, and as a source of non-fuel non-electricity consuming light solution.
Alexander Zagirov  [author] 13 Apr, 2024 @ 2:16pm 
1.5 Update and some minor code cleanup
Bosh 9 Apr, 2024 @ 8:20am 
1.5?
Alexander Zagirov  [author] 17 Sep, 2023 @ 4:39am 
@VentAileron I don’t play with CE. Those metals are the same as vanilla ones, so unless something alters vanilla metals in some way, then there shouldn’t be a problem. But CE is certainly a very likely culprit. I don’t play with it mainly because unless manually patched it conflicts with almost everything. In my opinion “Yayo's Combat” + “Suppression” is a good alternative. I played with it for a while.
Vent 17 Sep, 2023 @ 3:50am 
I have added this mod, but none of the recipes can use these new materials. I have checked both neolithic and modern items, but I only found Plate Armor, Crown and Coronet can use these new materials. Not even a Club can use it. I have loaded this mod as one of the first mods in my list.

Is this a mod conflict with something else? Maybe CE?
The Bard of Hearts 10 Jun, 2023 @ 3:32pm 
just my personal opinion though. Game on!
The Bard of Hearts 10 Jun, 2023 @ 3:32pm 
Thanks for the response. I knew they were suppose to be rare. But it just felt too rare.
Alexander Zagirov  [author] 10 Jun, 2023 @ 3:15am 
As for the setting… well, this is a simple xml mod, and it’s impossible to add settings with xml alone. If you really want to tweak numbers you can just create a local copy and edit files with any text editor, or you can use “ RIMMSqol ”. Personally, I’m always using it when there is something I don’t like or think is unbalanced.
Alexander Zagirov  [author] 10 Jun, 2023 @ 3:14am 
Well, the whole point of this mod was to make legendary metals actually rare. Crafting a mithril sword should be a great achievement. I even gave a warning about it in the description. But I’m also playing with my own mod and never had trouble finding enough for a couple of weapons or an armor set. If you’re not playing a strictly medieval colony there is always a long-range mineral scanner, otherwise you can raid faction bases (if I remember correctly minerals can spawn there) to look for those or have mods that allow you to set up caps like “ [SYR] Set Up Camp ”.
The Bard of Hearts 9 Jun, 2023 @ 11:12pm 
Really feels like there is no point to even having this mod active. I've played three colonies with this mod active and have never found enough of any of these materials to make anything out of... ever. Can we get a setting or something to determine how much get generated on a new map or something?
Delta7777777 17 Mar, 2023 @ 1:15am 
Surreal. Great work as well, Alexander Zagirov
The changes are perfect.
10/10
Alexander Zagirov  [author] 8 Mar, 2023 @ 6:12pm 
As I mentioned before, the main problem with materials is that there is very limited set of properties items crafted from it can inherit. Take eltex for example. VE team added custom recipes for psycaster gear, otherwise material itself does nothing. So, anything like a toxrock will need a material and a recipe for some kind of monolith crafted only from it that will clear pollution.
Lt. Robert Coleman 8 Mar, 2023 @ 1:18pm 
suggestion in case you wanna bring back some of the metals.

Art materials, having different colours of statue is just neat.
There are also very few Heat resistant metals out there.
A sort of impure Eltex ore , giving minor psy stats.
A toxrock that helps against pollution and toxic could be great too.

IDk i like having tons of varied materials
Do keep in mind that on a randy random playthrough , even an extremely niche item can be the difference between survival and death.

Nonetheless, thanks for the fork,
Sarnak III 26 Feb, 2023 @ 12:51pm 
Fair enough. I kind of figured that was a limiting factor. Honestly best to cut it due to its rarity verses price and beauty.
Alexander Zagirov  [author] 25 Feb, 2023 @ 8:13pm 
Yeah, I also thought of it, and making objects emit light shouldn’t be difficult, but there is a problem… I probably can make solorite ore itself emit light, but anything crafted from it won’t inherit that property. I’m not even sure it would be possible with programming because of how DEFs work. Besides, we already have Glowstone mod. I think author had to add custom floors and sculptures precisely because there was no way to force vanilla ones to inherit glow property.
Sarnak III 25 Feb, 2023 @ 7:45pm 
Only use I could see for Solorite would be if it could emit light passively, on par in light intensity and range as a glowstool.
ZX Zero 25 Feb, 2023 @ 7:40pm 
very nice!