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The game does not generate every item from every material, they do not increase loading time beyond XML loading. Thus I'll update this to 1.4 on august 12th 2036.
If you still want this, no reason this won't work on 1.4. also since loading time is not high enough every texture in this mod is 512x512 (for some reason I thought textures are supposed to be this big)
Can higly reccomend.
Only one thing that bugs me out is that you can not use the metals for crafting melee weapons.
After some diggin with Character Editors Item cditor, and copy the custom file to look at the setup, i found out why and fixed it for myself.
I dont know if this is a vanilla setting or caused by vanilla expanded or a nother mod but this is how to fix it.
Open the xml containing the metals and go to <stuffProps> <categories>. There is the <li>Metallic</li>
to add it for melee weapons etc. add another li and add <li>Metallic_Weapon</li>.
This way it will show up for melee weapons.
have fun!
Clearly not them, but this mod should be compatible with every other mod out there. The metal name defs are unique, meaning they will not be misinterpreted for metals of the same type from different mods. So no conflict is possible.
For example
<defName>carnap_aluminum</defName>
They all have the prefix "carnap", so it's highly unlikely someone else would name their mod def the same.
Maybe named so because of the fact people "carnap" cars for their catalytic converters which contain precious metals? Idk, maybe it's an odd reference to Rudolf Carnap? Only test knows that one lol.
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Also it's fairly easy to make the metals mineable, but takes the creation of a couple extra folders and containers, as well as some text editing per metal for ore type, color and rarity etc.
I've only made one mineable for myself though.
Thanks for the inspiration, and again for this mod, test.
agreed on your textures by the by, they're lovely and u should totally fix up the default metals with them.
I only wish there were a mineable version of this exact mod, just "ore/nodes" nothing more, but I understand your position.
Thank you for making this regardless, test, and I like the textures too. Great work.
I checked in-game gold, it's quite different. I suspect that some mod changed its appearance and I didn't even notice it. Sorry to bother you with this.
Visually gold should be more reflective, and the brass bar sprite has very little glare compared to a hypothetical gold bar. But gold in rimworld is not a bar anyway, it has weird pebble-like sprite so players should be able to see it easily.
When it comes to brass, I thought that player would be able to quickly distinguish gold from brass by looking at it, for example when they are lying next to each other in a storage.
I understand your point about mining. On the one hand there is potential that we can use tin to produce tin cans, bronze and copper to use in weapon production in neolithic stage and so one. On the other hand this will require a massive modification of base game. Who knows maybe we will see this one day.
Anyway, you did a great job with this mod.
I can do a mineable patch for all my mods but it is very low priority currently. Since the stats are based on real life, most of those materials are weaker than steel anyway, only some have properties that make them useful in some specific circumstances. Another problem with the game is that adding more mineable rocks reduces the amount of already existing mineable rocks like steel and components.
also I updated the mod, changed all not bars into bars and fixed some bad looking sprites
I am not a good artist but I found a combination of median filter and shadow outline in GIMP that mimics rimworld style when applied to a photo, that is how I made those sprites.
Rarity and properties of all metals are based on real life. The super rare metals have a very high beauty stat - gold < platinum < palladium < osmium < rhodium. Rhenium has a very good armor - heat stat.