边缘世界 RimWorld

边缘世界 RimWorld

Expanded Materials - Metals
361 条留言
AAA 12 月 4 日 下午 8:51 
Recipes for bulk adv/components crafting would be great
Argón  [作者] 11 月 20 日 下午 12:05 
No worries. As for now, using resource dictionary might the best way to fix the overlap.
Not Sure 11 月 19 日 下午 4:06 
aaaaaaaand i didn't even look 2 comments down before commenting myself. figured i'd leave my comment so everyone can laugh at how ignorant i was
Not Sure 11 月 19 日 下午 4:05 
it's annoying but Alpha Books, of all mods, adds Stainless Steel. Is there any chance of a patch for that duplicate resource?
Argón  [作者] 11 月 13 日 下午 3:30 
Possibly, but I can't promise. I'll keep it on my list.
-=GoW=-Dennis 11 月 13 日 上午 12:40 
Given you renamed bronze from VE - Classical, are you going to do something about the new duplicate Stainless Steel in Alpha Books?
mr-mucho-Bueno 11 月 5 日 下午 3:27 
using alloy furnaces, shouldn't the crafting skill govern the alloying process instead of intelligence? since its similar to smithing in nature
Argón  [作者] 10 月 21 日 上午 11:42 
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 10 月 21 日 上午 12:04 
if we ever get a sequel to plastics will that be integrated into vanilla chemfuel expanded?
Scytheangel 10 月 20 日 上午 7:07 
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  [作者] 10 月 14 日 上午 9:56 
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 10 月 13 日 下午 3:55 
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 10 月 12 日 上午 5:13 
Is future CE compatability planned?
sethkwright 10 月 5 日 下午 12:20 
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 9 月 28 日 上午 12:26 
@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 9 月 28 日 上午 12:24 
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 9 月 27 日 下午 10:56 
Oh, you mean changing main material, but aside from wood/any other material stonecutter table recipe requires steel by default...
Argón  [作者] 9 月 27 日 下午 9:27 
There should be an option where you find the "deconstruct", "find copy", etc. When you place the ghost building, before the colonists start bringing the resources.
JustSkell 9 月 27 日 下午 9:07 
How do you even change the secondary material ? Or i may just have mod conflicts honestly
Argón  [作者] 9 月 27 日 下午 8:49 
You can craft the stonecutter's table with iron, mild steel and bronze too.
JustSkell 9 月 27 日 下午 1:46 
stonecutter's table requires steel but i cant craft steel because furnace requires stone block???
Wrath 9 月 25 日 上午 12:31 
Map Designer seems to have a hard time wityh your mod :

[Map Designer] Applying settings
[Map Designer] Terrain settings: Default
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key 'EM_MineableCoal' was not present in the dictionary.
[Ref BA8FE6A3]
[0x00010] in <51fded79cd284d4d911c5949aff4cb21>:0
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
mack 9 月 24 日 下午 5:40 
i guess bro
Argón  [作者] 9 月 16 日 下午 6:24 
There's a patch that could be made. I'm gonna note it down.
DuckGoosebear PrairieDogLover 9 月 16 日 下午 3:55 
Any idea how to fix these errors being reported by your mod? (only spams when this mod and Dead Man Switch are enabled together)

Config error in DMS_Police_Ranged: Cheapest weapon with one of my weaponTags costs 540 but weaponMoney min is 530, so could end up weaponless.
Config error in DMS_Squad_Sniper: Cheapest weapon with one of my weaponTags costs 540 but weaponMoney min is 530, so could end up weaponless.
JalenKimura 9 月 16 日 上午 11:26 
Hey wondered if you knew anything about this and the compatability with Medieval Overhaul because that mod says it effects ore spawns and stuff
Argón  [作者] 9 月 15 日 上午 11:15 
Hardly without a Harmony patch, and my guess is that it would have to be on their side. I'll check it out if I can, but I can't promise I'd be able to fix it.
Phrost 9 月 15 日 上午 10:37 
I found an interesting interaction with project rimfactory. Placing the S.A.L. crafter with electric smelter set to extract ore from chunks does the work but yields no output. After looking at the recipe it looks like the problem happens because the output of the extract ores bill is a custom output function and not a hardcoded list of materials.

Is there any way to make this work?
Argón  [作者] 9 月 7 日 下午 10:03 
I never got to fully play with SOS2. I'm willing to do so soon, so I'll have better ideas to ease the work when using said mod. :p2chell:
AlohaIroha 9 月 7 日 下午 10:00 
Thanks for the headsup. Nice mod! Just found that if using Save Our Ship 2 and staying in space primarily. Getting copper and silicon for wires/multianalyzer/components can be next to impossible from scrapping entire spaceships. Unless you send a ground expedition. Which is fine but I didn't know at the time. :masterworks::techpriest::steamthumbsup:
Argón  [作者] 9 月 7 日 下午 9:55 
I wouldn't recommend it. The ores and items made of the materials of this mod will likely break or despawn. I'm not sure about how the things built with the replacement material feature will work. That is a feature of Argonic Core, but I'm sure it would trigger errors if it doesn't detect the material.
AlohaIroha 9 月 7 日 下午 9:37 
Quick Question, sorry if I missed it somewhere in the description. Is removing the mod midsave okay? Besides the removal of any items/weapons made of the expanded metals? Or is that a bad idea and I should wait till Im done with my current playthrough?
Argón  [作者] 9 月 5 日 下午 4:19 
Yes, they do.
QOMRADEQUEER 9 月 5 日 下午 3:49 
Do these metals appear as veins which we can mine?
cllmsteele 9 月 2 日 上午 11:15 
yeah i was wrong still looking for the cause of this problem
cllmsteele 9 月 2 日 上午 11:05 
im having a bug where i can select any and all smelter types and furnaces however i cannot select anything after that i have to press esc to deselect it and then again i can select other things around the map but i get stuck every time i click on any of the smelters or furnaces i think i know whats causing it but i just thought id mention it here
False-Alliance 8 月 29 日 上午 7:56 
@tabakista I believe with cherry picker you could probably simply disable them(? Im not 100%)
Phrost 8 月 26 日 下午 9:25 
https://gist.github.com/HugsLibRecordKeeper/e00a4c95d8b900f0af55fad76ee30619

https://justpaste.it/jo0hp
here is the mod list

https://justpaste.it/itm6i
here is a copy of the player.log, I hope that helps, please let me know what else I can provide.
Argón  [作者] 8 月 26 日 下午 7:26 
Have you tried with only this mod active? Maybe some mod is conflicting. A log would help me but it doesn't 100% guarantee that I'll be able to pinpoint your issue, especially if it's caused by a mod I never used.
Phrost 8 月 26 日 下午 5:04 
Dear Argón, any chance you could help with my issue? I can provide modlist, logs, whatever you need.

Germanium, bronze, or any other alloy component recipes are not showing up.
Argón  [作者] 8 月 26 日 下午 3:46 
I think for that a patch could be made, although I'm not 100% sure if it'll work the intended way.
tabakista 8 月 26 日 下午 2:29 
Any chance for settings to be able to disable some of the metals?
Use case: I'd like to use it for a medieval playthrough but raiders keep showing up with weapons made of fancy metals
Phrost 8 月 25 日 上午 10:47 
So for whatever reason the germanium circuit recipes are not showing up in the fabrication bills. I have checked everything I could think of, all research is done, everything is done, but some of the recipes are simply not there.
_♣Caligula♣_ 8 月 21 日 上午 2:37 
Yes.
NoHud 8 月 21 日 上午 1:23 
Can lead poisoning be managed/controlled using masks or specific gear? Would that be difficult to incorporate?
Argón  [作者] 8 月 19 日 下午 10:10 
Yes, I think it's totally possible! The best thing is to try it out and get a feeling at the mod. :p2chell:
dorobo 8 月 19 日 下午 8:00 
do you think it's possible to use this in a medieval playthrough ? i just want smithing to feel more real than just getting steel and making things, the smelt part gives saborrr
Argón  [作者] 8 月 18 日 上午 11:09 
Only crafting recipes.
piercebuster 8 月 18 日 上午 12:48 
I tried uninstalling and reinstalling the mod earlier. But after Schadenfreude's suggestion I did it again, plus the VEF and Argonic Core.
Still no change!

Thanks to both of you for the responses.
At this point I'll just accept that my batteries don't cost lead! :)

On a separate note:
Does the lead poisoning trigger on construction of buildings, or just crafting recipes?
Schadenfreude 8 月 17 日 下午 9:52 
Maybe try to completely remove and redownload the mod.