RimWorld

RimWorld

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Expanded Materials - Metals
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.012 MB
Sep 18, 2024 @ 10:33am
Aug 16 @ 2:00pm
13 Change Notes ( view )

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Expanded Materials - Metals

In 2 collections by Argón
Expanded Materials Collection
10 items
Argón's Mods [Active]
14 items
Description



[ko-fi.com]



[08/16/2025]: v1.0.6
- Lead poisoning is now less potent and visible at the earliest stage.
- Lead poisoning shouldn't affect mechanoids anymore.
Make sure you have the latest version of Argonic Core!



Expanded Materials - Metals is a mod that aims to add complexity and difficulty to the gameplay experience of Rimworld by adding new metal resources such as iron or copper. The mod is aimed to be integrated with the vanilla game and some of the most popular mods out there. You can expect more complex production chains and more immersive gameplay, especially if you are seeking for a challenge and variety.













































There might be some things that aren't reached by the automatic patch code or whose cost list doesn't make sense. If you find something like this while playing, make sure to report it in the pinned discussion so that I'll be able to add it to my roadmap and fix it when I have the time.



Q: Where are the settings?
A: Under the "Vanilla Expanded Framework" tab.

Q: Save game compatible?
A: Adding the mod mid-game will not cause issues, but the new resources will not generate naturally.

Q: Can I switch from the old version?
A: No, sadly. This new version has new code and internal names, and switching will 100% break your save.

Q: Can I suggest a feature?
A: Sure thing! Leave a comment below or join my Discord server.

Q: Are you seeking help for these?
A: I do modding because it's fun and because I want to add new things to my own playthroughs, but I'm always open to collaborations and new opportunities to make great things. My DMs are open and you're invited to join my Discord server to discus your ideas.

Q: Will you add compatibility for X mod?
A: It's unlikely that I will make patches for mods that I don't use, that's why I made my best effor to make automatic patchers and make the mod as intuitive as possible, so that other modders will be able to make their own patches if they want to. You can reach to me for help if you want, I don't mind it at all!



Art, code and infographics created by Argón.

Huge thanks to the people at the Rimworld server for their help and to Vanilla Expanded for their useful framework.

Rimworld is property of Ludeon Studios.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
Popular Discussions View All (2)
56
Oct 3 @ 11:36pm
PINNED: COMPATIBILITY & AUTOPATCHES
Argón
22
Sep 4 @ 2:34pm
PINNED: BUGS GO HERE
Argón
354 Comments
Argón  [author] Oct 21 @ 11:42am 
I will always try my best to integrate mods that have similarities, but I can't control whether VE epxands on certain concepts in a more vanilla friendly way (or not so much) tha twill conflict with my mods.
toetruckthetrain Oct 21 @ 12:04am 
if we ever get a sequel to plastics will that be integrated into vanilla chemfuel expanded?
Scytheangel Oct 20 @ 7:07am 
i just noticed that VE weapons musket uses stainless steel as material but the weapon is medieval tech wil stainless steel is industrial i sugest to change the patch to use normal or mild steel instead
Argón  [author] Oct 14 @ 9:56am 
Not gonna lie, it would be cool, since I always almost forget that Uranium is a thing in this game, especially when I added all these metals.
sethkwright Oct 13 @ 3:55pm 
it would be cool if uranium started as Uranium ore and had to be purified into the regular uranium using a bit of it as well as coal or maybe some kind of metal
Dawi Supremacist Oct 12 @ 5:13am 
Is future CE compatability planned?
sethkwright Oct 5 @ 12:20pm 
really specific but can we get a setting so that the research requirements to make steel are available by default in industrial or spacer starts?
Schadenfreude Sep 28 @ 12:26am 
@JustSkell
before any material has been delivered to a "frame" of a new building you can click the frame and at the bottom will appear a gizmo to select alternative materials.

If a pawn has already delivered, lets say steel, but you want to make it out of mild steel, you'll have to cancel the frame.
Schadenfreude Sep 28 @ 12:24am 
Would it maybe possible to get a mod option to toggle the default material used in buildings, instead of having to micromanage it for every new building, pipe and floor layed down?

I usually want to make things of iron, when possible, and I'll want to make things of mild steel, when possible.
JustSkell Sep 27 @ 10:56pm 
Oh, you mean changing main material, but aside from wood/any other material stonecutter table recipe requires steel by default...