RimWorld

RimWorld

Cupro's Alloys -FINAL VERSION, NO 1.0+-
90 Comments
"The" SeanMacLeod 6 Feb, 2019 @ 6:58pm 
@Mr_awesome88
Someone already did that officially; check this out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543189281
Mr_Awesome88 5 Feb, 2019 @ 1:51pm 
Someone should make an unofficial update.
Starfoth The Burgundy Silk Rug 20 Apr, 2018 @ 3:17pm 
@Abhorrent I use the quarry mod to offset that
Abhorrent Mu 20 Apr, 2018 @ 7:08am 
The problem of this Mod, is the rate of Steel Ressource that you will find on map to mine. all metal ressources on map will be divided for so many other metal ressources you´ll find on map though
samirato 18 Mar, 2018 @ 7:50am 
I liked this mod so much that it's the main reason I made this other mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288094337
It greatly expands the functionality of Cupro's Alloys by allowing many workbenches, vanilla and modded, to be stuffed and patching almost all CA's materials with workspeed and/or researchspeed stats.
cstoneburner 5 Mar, 2018 @ 12:41pm 
Does this end up reducing the amount of steel and compacted machinery on a given map (i.e. there are only so many slots for ore and the new ones take some) or does it simply create new veins and doesn't affect vanilla possibilities?
dabeek 21 Feb, 2018 @ 2:20pm 
@cuproPanda @Ranger|.\\ Titanium is NOT an alloy. Just letting you know. It's element #22 on the Periodic Table
n00by95 19 Feb, 2018 @ 2:56pm 
@cuproPanda Where can i download the file i want to view to code and learn from you
Ultra Skeleton 14 Feb, 2018 @ 8:48am 
Ah, too bad. Well - I really enjoyed your hard work while it was here. Good luck with whatever else calls you, and thanks for everything!
cuproPanda  [author] 12 Feb, 2018 @ 12:37pm 
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
cuproPanda  [author] 25 Jan, 2018 @ 1:04pm 
@Kenny Dave Looks like a mod conflict, it works fine for me. Try moving this mod higher in the mod list

@Ranger|.\\ The bauxite name should have given it away, but I was trying to keep it simple to match the base game. None of the ores could really be used in their ore state and would require additional processing. I played on an old modpack that had actual ore processing, but that's best left to the modpacks. I could make an addon to this that has the intermediate steps for the more hardcore players. Iron and coal would definitely become a part of that mod. I actually didn't want to add titanium because it was in Glittertech already, but if one replaces the other it wouldn't really matter since both mods benefit from the same material. I'll consider it, this mod has too many metals as it is. I wanted to allow all the metals to be optional, but I didn't have the time to add the feature.

@"The" SeanMacLeod That would make a great advanced alloy if I add coal
"The" SeanMacLeod 21 Jan, 2018 @ 10:43pm 
Ooo! Carbon steel, here we come.....
Ranger|.\\ 21 Jan, 2018 @ 4:42pm 
You could also add coal veins. I've seen another mod do that I think. Could probably use it to make different alloy recipes too.
Ranger|.\\ 21 Jan, 2018 @ 4:40pm 
Aluminium is produced from bauxite ore. Aluminium does not naturally occur in significant quantities because of impurities.

Probably already suggested a thousand times, will you add Titanium? If you do can you make it replace Glitter Tech's Titanium when this mod is loaded after Glittertech? Just for balance reasons. One would think that advanced alloys of steel (Plasteel) would be tougher than Titanium, but no!
Kenny Dave 8 Jan, 2018 @ 1:42pm 
I am unable to place metal floors on top of rock floors; is this a bug or a feature?
cuproPanda  [author] 16 Dec, 2017 @ 8:49pm 
It should be, I'm only adding new materials to the game
Solaris 16 Dec, 2017 @ 8:03pm 
Thats great, is it save game compatible (I know the ores wont spawn on the map but buying them).
cuproPanda  [author] 16 Dec, 2017 @ 7:49pm 
Definitely within a week, possibly tomorrow (within 16 hours). I actually haven't worked on this mod at all since I posted that because other mods needed updates, but now I have time to relax, and updating this mod is at the top of my todo list
Solaris 16 Dec, 2017 @ 6:56pm 
When do you think the B18 update will be ready I know you said soon but have you got a estimate, a week, month?
Xam Huad 13 Dec, 2017 @ 2:30pm 
For v.18 of course. :emofdr::Upvoter:
Xam Huad 13 Dec, 2017 @ 2:27pm 
Maybe put a select few that combine:
:goldcrystal: Rose Gold + Slate = Byzantine Mosaic floor design (of multiculural trade)
:artifact: Brass + Marble = Roman Mosaic floor design (of empire & legislation)
:goldartifact: Orichalcum + Sandstone = Luxor Mosaic floor design (of grand minimalism)
:greencrystal: Electrum + Limestone = Atlantis floor design (of progressive warmth & fluid light)
Couldn't find a use for Sterling Silver besides jewelry.

Is Plumchalcum the purple mat?
Perhaps combine with Concrete to create dark-lined purple Stamped Concrete
(creatively tiled, making it beautiful as opposed to standard Concrete).

Considering, maybe create a Mod that introduces:
stone slab 'Titanium Travertine', which has innate intricate details to support
exceptionally high beauty when laid down as flooring, walls or furniture, is very expensive (trade?),
very difficult to work with, but doesn't require making into blocks (as it's a slab type).
caninmyham 11 Dec, 2017 @ 6:18pm 
Good to hear! As an aside, You should tottally add platsteel floors, Just so that there's a floor for all the metals shown in your workshop image.
cuproPanda  [author] 11 Dec, 2017 @ 12:23pm 
B18 is in progress, I had to completely start over with this one. The changes I was trying to make weren't working. It won't be much longer for this mod
caninmyham 9 Dec, 2017 @ 1:49pm 
This still work?
Terodan 30 Nov, 2017 @ 8:27pm 
I am looking forward to the B18 version, I miss your stones and alloys
cuproPanda  [author] 30 Nov, 2017 @ 1:19pm 
I already have cupronickel as an alloy for the B18 version ;)
It just isn't done yet. I was hoping to merge this with my Stones mod, but I can't make the metals optional, so it'll have to be separate
Crow 30 Nov, 2017 @ 8:20am 
This looks great! Although I'm slightly dissapointed you missed the oppurtunity for materials like CUPRO-nickel!
cuproPanda  [author] 30 Oct, 2017 @ 1:55pm 
The forum version was sortof an experimental update. With steam, players would be forced to update to the new version, which could cause problems with existing saves. For that reason, I chose to wait until A18 to add the new stuff.

For the cleanliness issue, this was a mistake on my part with setting the material stats. I gave the ores stats that shouldn't show up unless they were used in building. As far as stuff like the butchers table, the table itself doesn't have a value for cleanliness(which it should), so no cleanliness is applied to it
Meet the Zombie Soldier 25 Oct, 2017 @ 10:09am 
hey Cupero,are you aware that your mod has some rather interesting interactions with cleanliness?
The reason I say this is that a sufficient ammount of stacked copper will declare a room "sterile" even when there's dirt everywhere and ugly as sin. Additionally, upon testing a couple of the ores that give bonuses to cleanliness via percentage (IE, half of them), I found that they did not affect the cleanliness of the object built, be it butcher's table or artwork. any plans to deal with those issues?
Are you lost? 23 Oct, 2017 @ 6:40am 
I have noticed this steam version and your forum version are different, for example your forum version has bismuth, while steam version dosent have it.
c4bombexpert 27 Aug, 2017 @ 1:59pm 
You can't really make guns out of materials other than steel - so far. I haven't played for a while but I dont think the last hotfix (a17b?) changes that. I think the more advanced (strength / weight) allows might make better weapons, but really it would just make a weapon lighter. Doesn't seem to be any way to make firearms with other materials.
cammillotto 27 Aug, 2017 @ 1:10pm 
yes, please :-)
try to keep the ore crops functioning with your mod: it'd be a very hard choice to choose one mod or the other
cuproPanda  [author] 26 Aug, 2017 @ 4:02pm 
Sorry for the long delay. It seems like dismar is going to keep the ore crops after all. I'm not sure how they will work as far as mod compatability, since I'm doing a lot of work to make these ores optional for A18. Like, a LOT of work. If need be I'll write a custom chunk of code for him so it all works smoothly.
cammillotto 10 Aug, 2017 @ 4:54pm 
oh no! why? were too OP?
thanks for asking anyway :-)
cuproPanda  [author] 10 Aug, 2017 @ 1:53pm 
Last I heard dismar is getting rid of the ore crops, so I don't know. I'll mention it if they will remain
cammillotto 10 Aug, 2017 @ 1:09pm 
@cuproPanda: would it be thinkable to see with dismarzero if it's possible to add a patch to grow your ores? in particular copper runs short very soon and I've never met a trader with it...
I'm askin dismarzero the same question. thanks anyway!

@IM PICKLE RICK
thanks for the info about the alloys :-)
could you please share more of your findings? what are the best for fire arms?
El_Venezolano 8 Aug, 2017 @ 2:15pm 
@cupro : My mistake, was running an old local copy of your mod. <3
Are you lost? 8 Aug, 2017 @ 8:33am 
suggestion: add new gem ores maybe?
btw, great mod :P
cuproPanda  [author] 3 Aug, 2017 @ 4:16pm 
Not compatible how? All the copper recipes account for both coppers
El_Venezolano 3 Aug, 2017 @ 9:28am 
Still not compatible with industralisation?
c4bombexpert 3 Aug, 2017 @ 3:20am 
That's alright, just knowing Rose is +4 is good enough for me :D
Absolutely looooove using alloys for security purposes. Such a nice way to save Steel without losing too much hp
cuproPanda  [author] 2 Aug, 2017 @ 6:02pm 
None of the alloys are better than sterile tiles, no. Rose gold flooring is +4 for beauty, everything else is +3 or lower. The only source for info is the xml, unfortunately. It would be a major pain to collect all the data since I'm not good with spreadsheets.
c4bombexpert 1 Aug, 2017 @ 9:10pm 
I haven't quite unlocked/smelted some of the alloys yet, are there any that are better than Sterile Silver tiles for med bays, and do any of them have better than +3 for a floor? It seems none of the cut or random stone floors are higher than 2, and Copper Sterile Tile is .3 vs Sterile Silvers .6.

In fact is there a post anywhere with all the data? I really don't wanna dig through the xmls.
c4bombexpert 1 Aug, 2017 @ 8:29pm 
Some of the new alloys work really well for weapons - you just have to check their stats (inspect the actual smelted alloy bars and it'll show you). A lot of them work better for bashing weapons rather than cutting - Plumchalcum works great for clubs but poop for sharp weps. It also is heavy ( think it's light, it has 110% cooldown for melee attacks because it's heavier than steel).

Which totally makes sense - something with lead is gonna be heavy as hell, but won't hold a sharp edge. It also makes superior armor against blunt attacks.
5katz 1 Aug, 2017 @ 5:19pm 
they work well for weapons? most dropped melees are complete garbage since i have this mod, aluminium, lead, tin, completly useless for weapons, you're better of using steel
cuproPanda  [author] 1 Aug, 2017 @ 4:50pm 
Wood floors also have less beauty. Why, I don't know. Mainly this mod boils down to "More colors!"
c4bombexpert 31 Jul, 2017 @ 7:49pm 
I don't understand the purpose of most of the alloys - many of them have less beauty than smoothed stone floors. I know they work well for weapons but the flooring from the alloys and the stone flooring mod seem to be weaker than smoothed stone in terms of use. More work and less over all beauty.
Funkky moneky 23 Jul, 2017 @ 3:35pm 
thanks
5katz 20 Jul, 2017 @ 2:44am 
oh yeeeee, i always used the a14 version of cupro core to have the copper, thanks for this mod
phertoghs 18 Jul, 2017 @ 10:48am 
ah sorry already solved it, research didn't show because of a research organizer mod.