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That one should do what you want, and not rely on hard-coded patches :)
For the different stats, it isn't as helpful as it might be, as I have mods to make metal not burn, and use other materials for the beds and the like.
And while the ores do have different mass stats, they don't pass it on to what is crafted from them. Try making a building out of each material and check the mass -- all of them will be the same.
If, for instance, one of the "hot" ores would be able to add an incendiary side-effect to a melee or ranged weapon, then you could quickly imagine similar functionality cases for all the ores.
I mainly made these ore mods to add more variety to finding ores, but more like an "uhh extra ores" kinda deal, not something that should be essential, such as steel, hence the rarity balance concerns.
Btw. All the ores have different mass stats. Some ores also affect bed rest, are non flammable, or even have "explosive" properties (though that one is mostly a gimmick, haha). Some ores, you can also use to gain favor for the Royalty DLC.
If nothing else, you have the pretty colors, weee :P
I've been making it work by editing things with RIMMSqol.
Personally, I don't see much use for them as I am mostly doing building, and all of them have the same weight when built with, so there isn't much benefit to making anything out of less than the strongest material in most cases, even if you are traveling a lot. Putting in a statfactor for mass would likely make things a lot more interesting in that regard.
Sorry I can't give very good feedback, but at least I could point out a bug.
The new direction for the ores, is to make them functional + rare, but not necessarily valuable, silver-wise. This should help with colony wealth growing to quickly as well, while also retaining the value of actual valuable ores. An ore might still be designed to be valuable as one of its main traits though.