RimWorld

RimWorld

Medieval Fantasy Themed Rare Resources
28 Comments
Nerd_15372007 1 Jun @ 12:13am 
Is there any way to change the stuffable color of base uranium to match the green hue of adamantite?
JoeOwnage 28 Jan @ 6:06am 
This still needs to load after these two mods:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2016436324

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2707120862

I would really appreciate if you could put it in the about.xml
t0m4s1t0 4 Dec, 2024 @ 1:01am 
The rustic storage ingot stack from medieval overhaul still shows as plasteel instead of mithril
La__fonzi 17 Apr, 2024 @ 10:02pm 
i get the resources renamed but not retextured sadly even when this is at the bottom of my load order
Botch_Job  [author] 21 Feb, 2024 @ 8:57am 
@Mamakusai The new textures are from this mod, most likely they are being overwritten by another mod that also retextures the included items.

Try putting this mod at the bottom of your load order and see if the textures show up.
Mamakusai 21 Feb, 2024 @ 7:09am 
The textures are from the mod or need to be sorted for that?I try a Modlist from Medieval Overhaul but dont seem the texture only the new labels ,descriptions
Arvalaan 27 Nov, 2023 @ 8:43am 
Apparently Combat Extended still has their ammunition made out of Plasteel, even with this mod. Any chance you could look into that?
Daevinski 19 Nov, 2023 @ 1:11pm 
@Botch_Job I tested here and so far the names and graphics were all changed without affecting other mods, but I believe you may want to review the load rules, 'cause to make it all work properly I had to move the mods from this series (except for Ancient Armory and Divine Order) to the very bottom of my mod list, right above RocketMan.

Other than that, great job! :cherrypie::spiffo:
Botch_Job  [author] 19 Nov, 2023 @ 4:15am 
The items are all still technically the same things, just with different labels, descriptions and textures so it shouldn't need any patches if other mods use the original items.
Daevinski 18 Nov, 2023 @ 5:22pm 
The changes in names will be applied to all mod descriptions and info or other mods need to be individually patched in order to use the new names? And if a mod has the original items as requirements for recipes and crafting, the changes can bug that or the changed items will still work like the originals?
Rogue77 9 Nov, 2023 @ 5:49am 
Ty for this! Really enjoy it
Epex 27 Jun, 2023 @ 3:31pm 
@trolloz @Botch_Job I think I found a fix for medieval overhaul if you want the minerals to spawn. Use this to turn on the vanilla ore gen https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898440531 and then cherry picker the mineables you don't want.
Botch_Job  [author] 8 Jun, 2023 @ 1:56pm 
For anyone interested I just updated today with some cleaner textures that are more consistent with my newer stuff. Grab the update for the new shiny textures!
(0)THER_W1ZE 5 Jun, 2023 @ 11:18am 
alright thanks my friend,
great mod btw
Botch_Job  [author] 4 Jun, 2023 @ 12:20pm 
Yeah it's safe to remove the mod and the items will revert back to how they were before with no issues.

All this mod does is change the names, descriptions and textures. It doesn't actually change anything about the items themselves.
(0)THER_W1ZE 4 Jun, 2023 @ 11:46am 
can i remove this mod mid game to revert back to OG items as i feel a generator in my tech colony made of mithril is kinda weird XD i want to remove mid game without killing my game is it possible ?
Botch_Job  [author] 19 Mar, 2023 @ 3:44am 
They are still technically the original items so unless a mod removes plasteel, uranium, synthread or hyperweave it should work fine.

As far as I can tell the only possible issue with Medieval overhaul is that it removes the plasteel mining nodes so there won't be any mithril deposits. Actual plasteel isn't removed though so you''ll still see mithril weapons/armor and be able to get it as loot/quest rewards etc.
Trolloz 18 Mar, 2023 @ 11:07pm 
is it work with medieval - overhaul mod too?
evil yaoi wizard 10 Mar, 2023 @ 10:13am 
these are my favorite kinds of mods. great work
Slamurmum 10 Mar, 2023 @ 4:17am 
Love the concept of this mod, thank you!
MDiddy 9 Mar, 2023 @ 1:47pm 
I love this mod, damask is so sexy.
Botch_Job  [author] 8 Mar, 2023 @ 9:17am 
@Sawtooth44 By standalone do you mean as completely separate items, eg Mithril is its own thing and not just a retextured Plasteel? If so then probably not, sorry.

As for Damask it is an actual thing but specifically I got it from Guild Wars 2 where it's a high tier cloth crafting material. It was the most fitting name for Synthread that I could think of but I'm open to suggestions if anyone has a better name for it.
[TSF] Mason 1290 8 Mar, 2023 @ 8:40am 
its all fun and games, wanting to level up your base, when some level 80 asshole runs upto your vein youve been picking at for 5 seconds to snag it with his rune pickaxe in half a second.
Napicito 8 Mar, 2023 @ 7:57am 
Cherry picker mod lets you add/remove any mod elements. Just use that to add/remove whichever materials you want.
Sawtooth44 8 Mar, 2023 @ 1:23am 
can you make a version where these resources are standalone?
that way we can have our fantasy materials and when we go to the next tech tier where rimefeller is then we can make "alternative" materials that get close

curious though where you got the name Damask from, i can only think of Damascus steel as an origin
AΩΣ 6 Mar, 2023 @ 6:36pm 
Oh totally cool! Subbed to it now.
Botch_Job  [author] 5 Mar, 2023 @ 7:10am 
Thanks!

Having the other mod shouldn't cause any issues but yeah, no point in having both as this makes the other mod redundant.

I kept the other one up incase anyone just wants the plasteel change.
Vartarhoz 5 Mar, 2023 @ 6:57am 
Guess we have remove other mod to prevent issues? But hey this is awesome.