RimWorld

RimWorld

Dragon's Ores
68 Comments
Calel200 Oct 19 @ 8:44am 
Hey man could you please include on your mod a patch so Outpostmines can mine your minerals, I think the name of the mod is vanilla expanded outposts, I like this mod so much and I would like to explore this on outpost mines
DragonKing  [author] Sep 26 @ 7:56am 
@Yuya - are you using the Stuffed Floors mod? - RW floors are technically not stuffable. Without Fluffys mod, you need to do tons of patches for each floor mods' metal floors otherwise.
Yuya Sep 26 @ 7:20am 
This does not seem to work with any of the stuff-able floor tiles. It works fine for walls and furniture but the floors do not work at all.
DragonKing  [author] Aug 24 @ 5:35pm 
Luxorium and Loveli can be traded for honor again, and the ores can be discovered with the long distance mineral scanner again as well.
DragonKing  [author] Aug 24 @ 10:39am 
There is now an option to de-saturate the colors to make them easier on the eyes :)
Rune Dragonfly Jul 30 @ 2:22pm 
@DragonKing - If no one told you today, then here goes: You are amazing. - Thank you for doing this. Asking for nothing in return you are giving us, strangers, joy. - May good things come to you! <3
Drink4Jester Jul 27 @ 7:17am 
Space Dwarf time
DragonKing  [author] Jul 26 @ 6:17am 
@Drink4Jester and @Rune Dragonfly - mod has been updated for 1.6, enjoy
Rune Dragonfly Jul 12 @ 2:56am 
that sweet penum hidden behind the 1.6 wall. Hope you got time to update buddy. Thanks for all the good years with this mod :D
Drink4Jester Jul 10 @ 6:37pm 
Can this and the others ore mods be updated to 1.6
DragonKing  [author] Jun 7 @ 2:16am 
@InVinoVeritas - does it not work at all? I have not played RW in a while, not to mention with my ore mods, so I am unaware
InVinoVeritas Jun 6 @ 10:18pm 
Shame this mod never got needed updates. There's a suprisingly rare amount of material/ore mods for Rimworld.
Halita Silverblood Jul 13, 2024 @ 12:55pm 
What the conclusion I came to was, or something similar occurring. Should be an easy fix to update the mod with for others.

Anyway, happy to report it.
DragonKing  [author] Jul 13, 2024 @ 12:47pm 
@Halita Silverblood - might be something they changed. Probably just needs replacing to a proper impact sound name.
Halita Silverblood Jul 13, 2024 @ 8:14am 
This is applicable to all 3 of your ore mods(Dragon's Ores, Dragon's Special Ores, Dragon's Very Special Ores), but I'm getting XML errors in the log relating to an improper field. Traced it down to your oremods, wondering if it can be fixed.

https://pastebin.com/s1nKs49s
LEO Apr 15, 2024 @ 1:06pm 
I dont know really haha, but it is now fixed
DragonKing  [author] Apr 15, 2024 @ 12:47pm 
@LEO ummm, don't see why that would be a problem, what is your problem exactly? I just updated my mod and I literally only changed a number in the about page.
LEO Apr 15, 2024 @ 11:59am 
Oh i see, then the error might be that I have a weapon mod from 1.5 and the ore in 1.4
DragonKing  [author] Apr 15, 2024 @ 4:23am 
@LEO I just got Anomaly as a gift yesterday, so I may take a look at it soon. This mod should work just fine as is already.
LEO Apr 13, 2024 @ 4:30pm 
Hello, i really like your mod and I would like to know if you have plans on updating it tp 1.5? Thanks beforehand:spiffo:
DragonKing  [author] Dec 19, 2023 @ 3:02pm 
Which mod?
Nyx (She/Her) Dec 19, 2023 @ 3:00pm 
Hmmm, if it helps I am running one mod that restructures the quest rewards, mayhaps that is causing it to still be offered?
DragonKing  [author] Dec 19, 2023 @ 2:26pm 
@Nyx (She/Her) ok, odd. It has been a very long time since I last touched this mod, and a quick search yielded nothing of use. The patch operations should already remove any market value etc., which the game uses to determine rewards for quests. So, unless the patches fail, I am a bit unsure what to do, but I can try and do some tests.
Nyx (She/Her) Dec 19, 2023 @ 10:03am 
Nope, they've been off since I started the save
DragonKing  [author] Dec 19, 2023 @ 9:59am 
@Nyx (She/Her) Thanks for letting me know. Did you start with ores enabled, then disabled some mid-save?
Nyx (She/Her) Dec 19, 2023 @ 9:21am 
I've got disabled metals being offered as quests rewards, btw
DragonKing  [author] Jun 10, 2023 @ 10:53am 
@silver21 You can try https://steamcommunity.com/sharedfiles/filedetails/?id=2888187704&searchtext=stuffed+guns

Otherwise, anything else that is stuffable with metal stuff will work.
silver21 Jun 10, 2023 @ 10:46am 
question, is it possible to use your ores to make weapons? if so, how?
Provengreil Nov 25, 2022 @ 11:36am 
Well that was pretty responsive, even if my reply isn't. Thanks!
DragonKing  [author] Nov 19, 2022 @ 12:23pm 
@Provengreil should be corrected now, let me know if you encounter any other oddities etc. :)
Provengreil Nov 19, 2022 @ 10:58am 
Just a bug I found, I don't think Cryolium is using the right armor stats (they're identical to hydro).

Also, not a bug but a suggestion: Hydro and Vulcanite seem to be pretty useless as armor: there's no stat that makes me want it more than steel aside from the temperature offsets, but the armor multipliers are so bad that even basic bows ignore pretty much all of the armor. They should have a sharp armor rating of about .75-.80, enough to make it worth wearing the armor over just having your duster or parka on.
DragonKing  [author] Jul 30, 2022 @ 2:06am 
I hope you find the new custom made graphics for the ores to your liking. It was long overdue, and finally had a bit of elbow room to make them :D
ChrisPikula Nov 23, 2021 @ 4:18pm 
@DragonKing
:-)
DragonKing  [author] Nov 23, 2021 @ 9:00am 
@Hans You can now make all ores non-flammable through a settings, it is off by default.
DragonKing  [author] Nov 23, 2021 @ 7:36am 
@Chrispy I Just added the category change. The ores are now in their own category called "Dragon's Metals", let me know if any issues arise.
DragonKing  [author] Oct 14, 2021 @ 5:31am 
I could probably figure something out @Chrispy. I havn't had much time to do modding lately, but I might have a window here and there to look at it :)
ChrisPikula Oct 13, 2021 @ 7:28am 
Any chance you could move all of your ores into their own filter category? I ask, as it's a bit of a pain to filter them all out of 'raw resources' when I'm trying to separate my metals into stockpiles.
Hans Sep 17, 2021 @ 6:13am 
Ahh okay thats good to know. And yeah all metal be non flamable would be cool :D
Okay i waiting for the next update :)
DragonKing  [author] Sep 17, 2021 @ 5:37am 
@hans no, if you craft anything out of the ores, it does not carry over the explosive trait. Due to the way it works, it will only be present on the ores. I can make an option to disable the "unstable" element, as well as making all metals non-flamable. It will take some time though, and is not high on my priority list right now :)
Hans Sep 17, 2021 @ 1:42am 
And the most Ores are Ignitable? Oo
Hans Sep 17, 2021 @ 1:07am 
Quick Question... If i build a Wall with Vulcanite, and it is destroyed, will it explode then? And some other ores have an Expl Type and Radius. If thats the point, is it possible do disable this funtion?
DragonKing  [author] Sep 15, 2021 @ 4:01pm 
Also, thanks for doublechecking :p
DragonKing  [author] Sep 15, 2021 @ 4:00pm 
Ah yes @Lucent, I forgot to upload an update to Ambut, as I overlooked that one by accident.
Lucent Sep 15, 2021 @ 3:42pm 
Tried out your new changes and it behaves much better! I experienced one small bug that remained on my end. Ambut Ore, despite being turned off, seems to still be generated. None of the other ores in either of your three ore mods spawns despite being turned off, just that one. It didn't spawn on every map, but the vast majority of the ones I tested did. It did not spawn as floor or wall tiles, just a standard block of ore to be mined.
DragonKing  [author] Sep 14, 2021 @ 7:50am 
Also, added a "compatibility" section, as there some mods can override the ore spawning patching I am doing. Should be okay, you will just have to change those mods settings if you want to prevent certain ores from spawning in with map gen, everything else in my own patches should still work.
DragonKing  [author] Sep 14, 2021 @ 7:43am 
Should work as intended now @Lucent but let me know if you encounter more oddities :)
DragonKing  [author] Sep 13, 2021 @ 6:35am 
Will check it out @Lucent
Lucent Sep 12, 2021 @ 11:06pm 
Current behavior of turning an ore "off" in the settings now causes the ore to spawn as a stone option on map generation. Ie. Slate, Marble, Ambut Ore, if Ambut ore was ticked "off". This is only visible after a restart of rimworld after changing the settings, but it will cause normally stone tiles to spawn as the ore, both floors and walls.
Parusenk0 Sep 9, 2021 @ 4:11am 
You're spot on. And I should note I run Cupro's Stones, which increases the number of stones that can generate on a tile/map.