RimWorld

RimWorld

Strike the Earth! - Ores and Alloys
58 Comments
Holgast  [author] 12 hours ago 
yeah I'll look into this soon, it seems like the new update of xml extensions fixed the issues people were having with it too
TheNecromancerWendigo 22 hours ago 
The medieval overhaul continuation has been updated to 1.6, just thought I'd let you know in case you missed it :gorlak:
Holgast  [author] 11 Jul @ 7:40pm 
yeah I just saw that, people said it was having issues so I'll have to look into it
s4e1 "box cutter" 11 Jul @ 7:12pm 
XML extensions is dead? It's on 1.6 for me
Holgast  [author] 27 Jun @ 2:20am 
I didn't, and since XML extensions is apparently dead now I don't really have a good way of doing it without paying someone for mod options. what I'll probably do is just remove the options or simplify them so it fits into the binary mod options VEF allows for. Medieval Overhaul hasn't updated to 1.6 yet though so it's not really a rush
Puxido 26 Jun @ 9:23pm 
I hate to ask, especially since your probably busy updating this into 1.6. But did you add features to opt out of Uranium changes if you have fantasy metal replacers?
Holgast  [author] 27 May @ 3:23am 
Sure, once my game is fixed
Holgast  [author] 26 May @ 3:54pm 
could you try uninstalling and reinstalling the mod? my game is broken right now (even without mods installed 😂) but I think you might just have an old version installed and steam didn't update it.
Holgast  [author] 26 May @ 3:39am 
the recipes look good to me from the code, can I ask which options you have enabled and if you're on 1.5?
The God Particle 17 Apr @ 7:50pm 
That would be really appreciated!
Holgast  [author] 13 Apr @ 7:49pm 
yeah, I can do that. unfortunate that it isn't working any more as I really wanted to have modularity. I guess I can pay someone for mod options
The God Particle 12 Apr @ 10:10pm 
Could we maybe get a version of this mod that has the extra metals enabled by default? XML extensions is breaking one of my other mods...
Holgast  [author] 29 Mar @ 5:05pm 
please read prior comments
GHOST 29 Mar @ 4:25am 
does this work with the official-unofficial 1.5 MO update upload? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3219596926
s4e1 "box cutter" 12 Mar @ 2:19pm 
Any chance basic alloys could be moved to neolithic tech?
Holgast  [author] 30 Jan @ 4:36am 
yeah, it works with the MO fork. I didn't add anything for CE
Lemon caro 30 Jan @ 2:47am 
is this comparable with the 1.5 version of medieval overhaul?
and CE?
Thorion 29 Jan @ 8:20pm 
rock and stone boys
Duke Flapjack 25 Jan @ 9:30pm 
I usually don't either but I decided to try out a flat coastal island. As soon as I get rid of the handful of little hills I'll be out of ore and that is one of the only ways to get it before spacer.
Holgast  [author] 25 Jan @ 9:29pm 
oh! I don't usually use those. I'll have a look
Duke Flapjack 25 Jan @ 9:27pm 
No, it's medieval overhaul itself.
Holgast  [author] 25 Jan @ 9:20pm 
what mod adds this mineshaft? is it Mines or something else?
Duke Flapjack 25 Jan @ 8:58pm 
This is an excellent addon for medieval overhaul apart from one thing: the mine shaft does not have access to the various ores! It would be awesome if you could keep mining copper and tin at the least from the mine shaft.
s4e1 "box cutter" 7 Dec, 2024 @ 6:41pm 
YOOOOOOO LEGEND THANK YOU
Holgast  [author] 7 Dec, 2024 @ 5:54pm 
hey all, just pushed an update to remove the alchemy prereq
s4e1 "box cutter" 25 Nov, 2024 @ 6:24pm 
Even if it's the simplest solution, I'd love to see bronze tweaked to be accessible earlier. Perhaps if VFEC is loaded, the bronze tech simply isn't removed?
Elmano 18 Nov, 2024 @ 4:45am 
I see your comment and I agreed to remove the requirement of alchemy to get bronze, my idea for it is for after research smithing be

smithing - Bronze Alloys - Iron alloys - steel alloys and then plasteel to make it more sense with the progression of the ores
Holgast  [author] 15 Nov, 2024 @ 1:42am 
I don't believe it should cause any problems as the mod doesn't affect factions, but I haven't tested it with them.
Alt 14 Nov, 2024 @ 11:34pm 
@Holgast how this mods works with Outland and other mods that add medieval factions like medieval houses with their own gear. No incompatibilities?
Holgast  [author] 18 Oct, 2024 @ 3:01am 
@elmano - I think I made it that way so you could use iron or the other metals at the beginning? I wanted it to be a beginner version of the process for steel so it kind of lines up. now I look at it though, alchemy is kinda expensive, so I could just remove the prereq for it and have scenario start with it. bronze is better for some things. it's more malleable, so it dings easier but soldiers could repair it on the go. that said, after having another look at the stats, I don't think I did make it easier to work :P however, bronze is slightly worse than iron in every aspect except armour, where it's very slightly higher. I think I included that because iron rusts. are you maybe looking at the bronze added by VFEC? if you're running that, this mod just uses that for everything instead of making a new resource
Holgast  [author] 18 Oct, 2024 @ 3:01am 
@lagging adolescent - I think I know why that's happening, I think I set 'uranium ore' to not make any changes but it's called 'uraninite ore' by default. I need to rework that anyway so people who are using fantasy metal replacers can opt out of the uranium changes.
Elmano 17 Oct, 2024 @ 5:27pm 
i don't get it, how bronze is slightly better than regular iron? it wasn't supposed to be the inverse?
s4e1 "box cutter" 17 Oct, 2024 @ 12:53pm 
Uranium still seems to use the name "Uranitite" for ore, even with the setting to use "Uranium" enabled.
s4e1 "box cutter" 15 Oct, 2024 @ 1:15pm 
Neat mod, but I'm confused why bronze is so deep in the tech tree.
Tashka 27 Jul, 2024 @ 6:01am 
yep that fixed it, thanks!
Holgast  [author] 27 Jul, 2024 @ 5:23am 
ok, fixed that, it doesn't seem to be throwing any further errors. lemme know if there's still a problem
Holgast  [author] 27 Jul, 2024 @ 5:10am 
It looks like the only reference to bronze ingots in there is the aforementioned brass error, so that should be resolved once I fix that
Tashka 26 Jul, 2024 @ 11:19am 
Holgast, i mean, when i'm loading STE with VFEC and enable everything with XmlExtensions menu, i'm getting errors saying that DF_BronzeIngot doesn't exit. Because 1.5/Patches/opper.xml *does not* create DF_BronzeIngot if VFEC is active, in order to use VFEC bronze instead, but patches in 1.5/Mod/XML_Extensions/ don't take take that into account. I think you basically have to use PatchOperationConditional in these files wherever bronze is involved, and use DF_BronzeIngot or VFEC bronze depending on whether VFEC is active.
Holgast  [author] 25 Jul, 2024 @ 3:18am 
what did you want added to the settings with VFE Classical?
Tashka 24 Jul, 2024 @ 6:14pm 
Seems like XMLExtensions patches don't account for VFE Classical at all. Also, DF_MakeIngotsFromBars_Brass is actually set to make bronze instead of brass.

<products>
<DF_BronzeIngot>2</DF_BronzeIngot>
</products>
Tashka 24 Jul, 2024 @ 5:57pm 
With XML Extensions, it becomes incompatible with VFE classical, raising a lot of errors in the research window.
Nyx (She/Her) 3 Jun, 2024 @ 6:24pm 
ah, damn, medieval overhaul. A shame
Holgast  [author] 18 Feb, 2024 @ 3:36pm 
I would have thought that I added that, but maybe I overlooked it.
Senilia 18 Feb, 2024 @ 11:50am 
Can copper ore and tin ore not be collected in a quarry in MO?
InsaneStreetPreacher 14 Jan, 2024 @ 8:20am 
I am, insofar as I can tell all the mods I have are MO compatible. I think you're onto it though...some mod conflict that I can't determine. Still, I've stripped out a lot and still have the issue, can't figure out which one isn't playing nice (or what order isn't playing nice).
Holgast  [author] 13 Jan, 2024 @ 11:41pm 
are you using any other mods?
InsaneStreetPreacher 13 Jan, 2024 @ 7:28pm 
Likely my fault, but finding this one unusable. Once I research smithing and install a MO smelter/furnace the hud starts blinking. On a reload the hud semi-disappears (task buttons when I click on any workbench are just one blank black box). Any recommendations?
Holgast  [author] 7 Nov, 2023 @ 1:34am 
yeah sadly that's difficult cos then you can't have stuffed barrels for different woods. I think with AS it uses the ore as the stuff. nbd it just means they have to use one kind of wood
Ginga 6 Nov, 2023 @ 9:36am 
They are kinda lazy and bloat ur architect tab. Think making a general barrel for all ore would be a lot better. Hope AS allows for different art for different barrel contents.
Holgast  [author] 4 Nov, 2023 @ 5:35pm 
oh awesome! I was actually working on it personally to use with the Adaptive Storage mod - I already have the art but didn't code it in yet. will be interested to see yours tho :P