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Maelstrom's Materials
   
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Mod, 1.3, 1.4, 1.5
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9 Nov, 2022 @ 10:33am
28 May, 2024 @ 11:37pm
15 Change Notes ( view )

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Maelstrom's Materials

In 1 collection by The Deadliest Joltik
Maelstrom's Mods
11 items
Description
Welcome to the Maelstrom's Metals relaunch! Now with nicer-looking textures, better optimized code, and a brand new batch of textiles! Everything is intended to be balanced around vanilla. Additionally, I've added x4, x8, and x16 recipes for components and spacer components (Which require advanced fabrication). I've also reduced the work time to make both components by 20%, but haven't touched the costs. Good luck!

NOTE: This mod no longer is responsible for moving my other mods to their own research tab. That property has been moved to a framework mod, instead. If you do not have the framework, you'll need to use another research re-arranging mod to avoid overlaps.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256717911

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Adds a large number of metal alloys ranging from earlygame to specialized, incredibly powerful and expensive endgame materials.

This mod currently adds Twelve new metals to the game, all of which are craftable either from other metals, or from base resources already packaged in the vanilla game. It also adds four new textiles, three of which are vegan, and one which is horribly not so.

The metals added are split into three tiers of increasing complexity. All metals which require more than one step can be made in one go using a special recipe, however 100x production is not currently implemented for such recipes.

Note: Despite Gritsteel requiring Smithing to produce efficiently, anyone is capable of extracting it from metal scrap at a crafting spot. The efficiency rate is awful (20 grit from 1 slag, or a 40% rate compared to a smelter), but it's available early at the expense of later value.



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Fabrics: Shroom and Herbleather require a brand-new research to complete (Leather Alternatives, Industrial tech)

Shroomleather and Herbleather add a pair of brand new plants, for their production!

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Hayweave: Made from Hay, Hayweave is an incredibly cheap material, excellent for dealing with heat waves with its high insulation against heat. However, it burns like nothing else, and is not pretty at all.

I recommend also using a mod that lets you harvest Hay from grass and bushes. This effectively lets you send pawns out to gather long grass, weave it together, and maybe even make clothes out of. It's astoundingly effective for early Brutality runs, where exposure might kill you before your cotton can grow... in hotter climates, at least.

Shroomleather: A textile made from tanned mycelium, Shroomleather is nearly as sturdy as plainleather, but is not actually categorized as a leather. This means that for vegan or non-hunting colonies, you finally have a method of producing reliable protective clothing. It does take a lot of work to process, though.

Herbleather: A textile made by infusing cloth with pulped Toughspike cactus. Although it requires a pre-existing cotton farm to get going, it is easier to grow, and can even grow on sand!

Slurmhide: Horrible emergency textile, made from raw meat. At least you're not naked any more, right? Ew. Requires Psychoid Brewing.

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Extra Stuff

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Volatile Waste & Toxic Material

Requiring Biotech to be added to the game, these two are different sides of the Wastepack - literally. While Toxic Material can also be grown on a new plant (Venom Weepers), it can also be sourced easily by cutting open a wastepack, resulting in not only a medium amount of the stuff, but also Volatile Waste.

Volatile waste is just a wastepack that weighs slightly less and stacks at double - meaning that it's a great way to cut down on space in your freezer. There's also an atomizer variant I've added that works with it at double speed - meaning reduce, reuse, recycle!

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Additional notes:

All materials use the material commonality variable, meaning they can, and probably will replace materials of weapons held by or sold by AI pawns. Expect to see a lot of ruins and cheap weaponry made out of Gritsteel, and keep your eyes peeled for the elusive tribal with a Avarisum knife!

Compatibility: This mod is not compatible with Maelstrom's Metals, as it adds everything that mod does. It should be compatible with everything else - especially Vanilla Ideology Expanded - The Leather alternatives are great for leather-hating colonies!
15 Comments
DirtyDietrik 7 Aug, 2024 @ 7:45pm 
oh I see, the order says crafting when I force them to work so i just assumed.
The Deadliest Joltik  [author] 7 Aug, 2024 @ 6:57pm 
The grinding table uses the cooking job priorities, so perhaps you have the wrong priorities set?

It's cooking because it's meant to hook into the cooking module of my mod, and I think there's only like two non-cooking features for it that I have added.
DirtyDietrik 7 Aug, 2024 @ 6:18pm 
I've found a bug or a mod conflict maybe. Crafters aren't using the grinding table when priorities and available materials should make using it their first choice of work. I have to force them to use it.

Log here:
https://gist.github.com/HugsLibRecordKeeper/d26b0306b33035df8009e067613f35a3
The Deadliest Joltik  [author] 28 May, 2024 @ 11:46pm 
Note to any previous users: Materials no longer patches my other mods to use my tab: that has been moved to a new framework mod. The goal is that should I ever need specific generic code, it's far easier to work with. The Framework is not mandatory and I do not plan on it ever being as such: it's just a replacement if you do not have a research-reorganizing mod.
The Deadliest Joltik  [author] 21 May, 2024 @ 5:30pm 
Updated to 1.5!
I might've overlooked something, but I've chosen a quick and dirty fix for now. If anyone finds an error, let me know.
rex6564 27 Aug, 2023 @ 10:24pm 
dope
The Deadliest Joltik  [author] 14 May, 2023 @ 2:43am 
Mostly because I am not happy with the art, balance, or overall structure of the original mod. Also, because almost all of the original code was a near copy-paste from Thog's Metallurgy.

I could change it back to viewable, but the way I wrote it is not compatible with my other mods - especially since I use this mod as the launchpad for the others.
Shavius 12 May, 2023 @ 7:28am 
Why hiding the original metal one? I quite like that lightweight mod
Freakycrafter 2 Feb, 2023 @ 7:38am 
Oh damn, wasn't aware of that one, thanks!
The Deadliest Joltik  [author] 1 Feb, 2023 @ 8:07pm 
I personally use Stuffed Floors, [ https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=853043503 ], and highly recommend using that instead of me adding my own.