RimWorld

RimWorld

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Dragon's Special Ores
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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525.404 KB
Aug 21, 2021 @ 8:28am
Apr 15, 2024 @ 4:45am
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Dragon's Special Ores

Description

"Features"
This mod adds 7 semi-original fantasy themed metals, that have their own strengths, weaknesses and color, and are dedicated to certain viewers from my Twitch streams. I have attempted to balance them in relation to vanilla ores, as well as comparing them to those found in other mods. The ores are tweaked to be quite rare, but when found, generate in larger quantities. This is done in order to make them useful, but not override too many vanilla (such as steel) and modded (such as iron from materials expanded) spawns for ores that are required in order to build progressing structures and the like.

Stat comparison
Here is a google spreadsheet[docs.google.com] I made in order to compare the stats between my own ores, and that of other mods/vanilla.

I can also highly recommend Textile Stats: ingame crafting material database for ingame comparison and checking of stats:

Why did I make this?
I wanted to make an extension to my fantasy ores mod, where I would dedicate some ore types to viewers on my Twitch streams. I quickly realized, that if these were included amongst the other ores, there would likely be too many ore types for most people. Therefor I decided to split it up into its own sub-mod, so that you can opt out of these if you want. That being said, these ores are just as valid additions as the ones from the main mod.

What is Included/changed?
There is a total of 7 ores:
  1. Andrium - andrethegodkiller
  2. Bananite - bananamove
  3. Hampu - TehTrueHamp
  4. Muuhute - Muuhu
  5. Sephim - SilverSephiroth
  6. Totote - 托托茶 (Toto)
  7. Cellfirium - Cellfire21

Through XML Extensions, you can configure which ores should generate. This can be switched on the fly without breaking your save! Though you do need to reload Rimworld for any changes to take effect.

Each ore also has a color coded texture in 3 sizes, making it easier to distinguish smaller from larger stacks of ores.

What this does not do
There is no added processes, specific buildings or other game mechanics included that expand the use of the metals beyond what the vanilla game, and other mods might do. Nothing is changed, all the ores are just additive, and inherit the baseline properties in the same way that vanilla ores do. There is also no unique texture for each ore (yet), but I would like to make that eventually if I can. Due to the simplicity of this mod, it is quite stackable with other mods, and could even extend them if they dynamically patch in modded ores.

How to use this
Chuck it into your mod load order wherever you think makes the most sense. If you use other mods that can benefit from modded ores, make sure to place this mod according to those mods guidelines.

Compatibility
Any mod that changes ore spawning behavior can end up overriding my own patch. In these instances. If the mod lets you configure the spawning behaviour, just change the settings there to your liking. The other patch operations, such as making the ore items "useless" should still apply.

Known mods that override my ore spawning patch:
[KV] Configurable Maps

Other ore related mods I made
Dragon's Ore and Stone Retexture
Dragon's Ores
Dragon's Very Special Ores

Mods that I personally use with this
Stuffed Floors
Marine Armor Materials
Stuffed Security
[WD] Materials For Vents
[WD] Materials For Coolers

How can I support your work?
If you enjoy the content I put out, consider supporting me, it would be greatly appreciated!

[ko-fi.com]
10 Comments
DragonKing  [author] May 31, 2022 @ 8:21am 
I mostly just make the mods I want to use myself, and they end up on the workshop so others can decide if they want to use it themselves. I wont pursue feedback, but take it into account when people are actively asking for it. Otherwise, I just implement whatever I feel like :p
Shard May 31, 2022 @ 8:16am 
I actually just found that earlier today, and it does make a huge difference. Also if you want better feedback, you could try getting people on the rimworld discord to try your mods out, there are quite a few folks there.
DragonKing  [author] May 31, 2022 @ 8:13am 
@Kiapha, ah, in that sense. Yea, the mass listed is just the weight of the ore itself. You would need something like this for it to matter at all: https://steamcommunity.com/sharedfiles/filedetails/?id=2787438435&searchtext=mass+matters

That one should do what you want, and not rely on hard-coded patches :)
Shard May 30, 2022 @ 7:25pm 
Correct, many fans of CE claim it is compatible with practically everything, but it is in fact incompatible with a ton of things. Had to remove well over a hundred mods to get it to work.

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.
DragonKing  [author] May 30, 2022 @ 5:36pm 
If someone, one day, makes a good framework for "stuffable ranged weapons", I think mods like these would have a lot more applications. Sadly, as it stands, ranged weapons are only affected in regards to their durability as it is.

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.
DragonKing  [author] May 30, 2022 @ 5:36pm 
Feedback is feedback @Kiapha, never touched CE, so like a lot of other mods seem to hint at, I guess it is just incompatible with a ton of stuff out of the box. At least we have RIMMSqol to fix it without too much hassle I guess.

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
Shard May 30, 2022 @ 1:03pm 
Honestly, I haven't used most of them, the bananite being an exception due to making for very speedy doors. While I'm using all three of the ore mods, I don't tend to use them much, partially because the mod apparently is not compatible with CE, which I am trying out atm. (Can't craft due to missing Metallic_Weapon and Steeled category, and missing armor penetration + bulk value)

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.
DragonKing  [author] May 30, 2022 @ 11:25am 
Let me know if the new market value stats are good, or need to be tweaked. I at least noticed, that you could make tons of silver in no time, due to how abundant the ores are, WHEN you find them. Originally I balanced that with the rarity of the nodes spawning, but recently, I have been using a mod that allows you to scan for specific ores. Originally, the ore fields were intended to be larger than vanilla ores, but significantly more rare. That way you could get them in ample amounts when you are lucky, but amassing large quantities/wealth would still require a lot of luck.

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.
DragonKing  [author] May 30, 2022 @ 11:25am 
Thank you @Kiapha, good to see someone is more awake than I am I guess, haha. Will fix it right away. Updated a couple mods today, and didn't have time to fully test all of them, so this one managed to slip through the cracks.
Shard May 30, 2022 @ 10:29am 
After today's update, the ores all vanished from existence. I dug through the mod files, and found that Totote had two copies of </statFactors> in it, and removal of one of them fixed the problem and all ores exist again.