Fantastic video explaning the mod. I wish more modders would do this sort of thing from time to time, explain not only the mod's features, but also the design process. I've been working on a few mod and was wondering what sort of resources could I use to learn how to code C#, that stuff scares me. Great job on the video
Suggestion: add a description about which other mods that have the same functionality as this one mod, e.g. cupro's alloy, simple coal, coal expanded, vanilla iron and steel, metals don't burn... oh wait, your metals except titanium burns well. This mod replaces so many mods, that's a good selling point. Oh, the about.xml lists 1.4 while the mod itself is only 1.5. That's about it. Great mod, thanks! 👍
Thanks for the rundown on how patching works. Theres alot of unseen work that goes into coding these mods and seeing someone actually address the 800 modlist elephant in the room lets new modders know what they're in for if they're coding for mass appeal. So much work so weirdos (like myself) using mods that add a bunch of resources (Grimworld 40k for ex.)can have a more immersive experience. Thank you for your work!
I was wary of this mod for compatibility issues, but with how it's described now, I think it should be fine. Especially since you mentioned the very mod I was worried about, Save our Ship 2.
First of i wanne say thanks for bringing back the mod. It adds a nice balanced feel of difficulty to the game i like.(While not 1.5 yet i even used another mod that atleas turned of plasteel and componenets on a map.) 9:00 I know this feeling i have done a few for rimworld when it came to a wood mod and done it for a lot of mod comp attempts in Stellaris. It's boring and not really that challenging.
I believe Vanilla Expanded has some small plans of doing something similar with a mining mod, but I'm not sure at all how will they do it if they do, but the idea is great.
Im so torn on this mod after using it for a while today. I love extra metals, but making steel harder to access, even slightly, messes up progression in most other mods. Its no game breaker, however. Its, workable. Specifically, my only problem was making helixien gas pipes from that mod, which were picky about only the types of steel.
when you deal with mods interacting like this, youve gotta learn to mod or commission someone to make a bridge mod to make certain things compatible. its worthwhile to learn how to make patches for materials compat
@@ByteSizedGamer unfortunately, i am no good at deeper code besides mild content additions, and not everyones made out of money to commission people who can mod. Trust me, ive commed a few mods
i love rimworld modding especially when it makes my entire game turn gray or have my research button disappear a new weird interaction seems to happen every playthrough even after 1300 hours
How does the lead poisoning interact with wasters and similar pawns? Do you plan to update your stoneworking mod? How does autopatching work with bionics mods?
Lead poisoning takes in consideration a pawn's toxic environment resistance stat, that means, if the pawn has 100% of it, like I think wasters do, then they'll be immune to it basically. I do plan to update all my other material mods as well; stonecutting mod will be the next one and it'll probably be quicker since it doesn't need as much rework as this one, also most of the coding I did for this mod can be re-used for the others. Autopatching simply targets some items like bionics, weapons or armor and tries to modify their costs based on the materials they require.
Ooooo. I saw the christmas mod in the video. Any chances we will see an update on that guy? I use it every year regardless if its outdated and throws codes. xD
Well, you can think of tempered steel like that. I didn't want to add a lot of variations, and tempered steel seemed better because it was medieval-friendly.
I will down load this because I like making my game harder but I can't use it at the moment because I've successfully made my game too hard combat wise.. lol Just curious will this work with Combat Extended for making ammo, guns and armor? btw for your youtube channel, a niche you might think about because I don't think anyone else does it. Making videos on how to mod RimWorld might do well. I know I'd watch them
Yes! I plan to make some modding tutorials. I'll cover the basics first. Combat Extended is likely to patch the mod sometime, so I'll just cover the basics while I can.
Combat Extended tends to patch the mods on their end. I will try to address as much as I can, but ultimately I'll hope that they patch it as they did with the previous edition, since I don't use CE I don't know if I'll be able to provide an accurate patch. Regarding Medieval Overhaul, I'll add compatibility for the resources to be interchangeable, though the best way to address the duplicates is by using Resource Dictionary, an awesome mod that allows you to de-clutter your game.
@theoriginalargon yoo that's dope man. I do also think that their should be an option to craft sterile tile with silver as silver is actually what's used for sterile materials.
You can indeed find it at your starting location. Not all starting scenarios will have it though. Sometimes you can get really unlucky and not find it mineable at your starting location.
Loved the metals expanded series. Can't wait to start using it again
I love this mod. Cool to hear your process too, thanks for sharing
That's exactly the topic I want to address in my next video!
Fantastic video explaning the mod. I wish more modders would do this sort of thing from time to time, explain not only the mod's features, but also the design process. I've been working on a few mod and was wondering what sort of resources could I use to learn how to code C#, that stuff scares me. Great job on the video
Suggestion: add a description about which other mods that have the same functionality as this one mod, e.g. cupro's alloy, simple coal, coal expanded, vanilla iron and steel, metals don't burn... oh wait, your metals except titanium burns well.
This mod replaces so many mods, that's a good selling point.
Oh, the about.xml lists 1.4 while the mod itself is only 1.5.
That's about it. Great mod, thanks! 👍
Thanks for the rundown on how patching works. Theres alot of unseen work that goes into coding these mods and seeing someone actually address the 800 modlist elephant in the room lets new modders know what they're in for if they're coding for mass appeal. So much work so weirdos (like myself) using mods that add a bunch of resources (Grimworld 40k for ex.)can have a more immersive experience. Thank you for your work!
I'm glad you appreciate it! I was thinking of doing modding tutorials in the future, stay tuned if you're interested 😄
My Industrial Steampunk playthrough is finally getting completed. Many thanks for the new Mod updates Argon
Your expanded materials mods are always on my list of mods. 👍
DEFINITELY adding this to my brutal rim playthrough, having to actually work to get my materials. Excellent mod!
Glad to hear you like it! I'm gonna try to keep delivering more material mods in the future
@@theoriginalargon omg i love you, gotta hop on kofi again then
this is definitely getting added next playthrough more things to spice up the game with
love the art style of your mods can't wait for plastics to return
I've always loved your mods, cheers from Brazil!
Hey, I've seen some of your Workshop material! Very interesting stuff! 👍
I'll definitely look into your mod, and try to keep an eye on the channel.
Thanks! I definitely have plans to make other videos. I hope I can make them interesting as well.
I was wary of this mod for compatibility issues, but with how it's described now, I think it should be fine. Especially since you mentioned the very mod I was worried about, Save our Ship 2.
I can't wait for the other Expanded Materials mods.
Oh this is amazing. Reminds me a lot of GregTech: New Horizons for Minecraft. I'll definitely check this out
I enjoyed your breakdown of how the mod was made very much. I enjoying seeing it from another perspective.
CE?
j/k! :D I love your work, Argón! Thank you for sharing your new version with us!
I'm glad you like it! I hope I'll be able to update the rest in a shorter period of time.
Love the tribal medicine
Esto con Rimfeller esta guapisimo, aunque sospecho que el grupo de vanilla expandes hara algun mod relacionado con la mineria y multiples pisos
Creo que lo tienen planeado. Espero que sirva para poder expandir las formas de conseguir recursos en mods como el mío.
I love your mods!
First of i wanne say thanks for bringing back the mod. It adds a nice balanced feel of difficulty to the game i like.(While not 1.5 yet i even used another mod that atleas turned of plasteel and componenets on a map.)
9:00 I know this feeling i have done a few for rimworld when it came to a wood mod and done it for a lot of mod comp attempts in Stellaris. It's boring and not really that challenging.
great stuff my dear creator :D
Leaving a comment to help with the algorithm
this mod with z-levels (if it was continued) would turn rimworld into an amazing game
I believe Vanilla Expanded has some small plans of doing something similar with a mining mod, but I'm not sure at all how will they do it if they do, but the idea is great.
Nice I think I may use this mod in my future dino world game
Alguém curte muito um mate. Abrazos desde Brasil!
TQM Argón, mi lista de mods se siente vacía sin Expanded Materials unu
mi pregunta es: por que carajo lo estoy viendo en ingles? jajajajajaja EXITOS LOQUITO! muy buenos mods argentos, y este la va a romper tambien
Argentinian mate, based
4:00 with 75 hp, 10 hp is ~13% and 11 is ~15%. I suppose a 14% lead knife is an impossibility with this mod.
That makes sense actually. I guess I didn't stop to do the math.
Im so torn on this mod after using it for a while today. I love extra metals, but making steel harder to access, even slightly, messes up progression in most other mods.
Its no game breaker, however. Its, workable.
Specifically, my only problem was making helixien gas pipes from that mod, which were picky about only the types of steel.
when you deal with mods interacting like this, youve gotta learn to mod or commission someone to make a bridge mod to make certain things compatible. its worthwhile to learn how to make patches for materials compat
@@ByteSizedGamer unfortunately, i am no good at deeper code besides mild content additions, and not everyones made out of money to commission people who can mod. Trust me, ive commed a few mods
4:35 what is the mod you are using for the crafting bill tab???
It's called Dubs mint menus
i love rimworld modding especially when it makes my entire game turn gray or have my research button disappear a new weird interaction seems to happen every playthrough even after 1300 hours
what is that command wheel? thats looks awesome. Alos love the mod, been using it for a while and was sad it was not 1.5
It's called "Dubs mint menus" I think. It's a very neat mod that makes menus so much cleaner and practical.
can confirm its awsome i have mine bound to mouse 5
How does the lead poisoning interact with wasters and similar pawns? Do you plan to update your stoneworking mod? How does autopatching work with bionics mods?
Lead poisoning takes in consideration a pawn's toxic environment resistance stat, that means, if the pawn has 100% of it, like I think wasters do, then they'll be immune to it basically. I do plan to update all my other material mods as well; stonecutting mod will be the next one and it'll probably be quicker since it doesn't need as much rework as this one, also most of the coding I did for this mod can be re-used for the others. Autopatching simply targets some items like bionics, weapons or armor and tries to modify their costs based on the materials they require.
How am I sub number 11? Anyway I still remember making sandbags out of steel.
Ooooo. I saw the christmas mod in the video. Any chances we will see an update on that guy? I use it every year regardless if its outdated and throws codes. xD
Sure thing! This christmas I'll update it! Expanded Materials - Christmas is like a yearly project
@@theoriginalargon Awesome! Super excited. Need it for my annual Christmas video. 🤣
8:20 mmm yes the forbidden mod spotted
It's there for a compatibility test with another mod, I swear!😨
@@theoriginalargon THE RIM WHAT MOD
So like, where did you download
@@humanperson9443 lovers lab
What about high carbon steel
Well, you can think of tempered steel like that. I didn't want to add a lot of variations, and tempered steel seemed better because it was medieval-friendly.
I will down load this because I like making my game harder but I can't use it at the moment because I've successfully made my game too hard combat wise.. lol
Just curious will this work with Combat Extended for making ammo, guns and armor?
btw for your youtube channel, a niche you might think about because I don't think anyone else does it. Making videos on how to mod RimWorld might do well. I know I'd watch them
Yes! I plan to make some modding tutorials. I'll cover the basics first. Combat Extended is likely to patch the mod sometime, so I'll just cover the basics while I can.
Is this mod going to be compatible with the medieval overall mod and combat extended?
Combat Extended tends to patch the mods on their end. I will try to address as much as I can, but ultimately I'll hope that they patch it as they did with the previous edition, since I don't use CE I don't know if I'll be able to provide an accurate patch. Regarding Medieval Overhaul, I'll add compatibility for the resources to be interchangeable, though the best way to address the duplicates is by using Resource Dictionary, an awesome mod that allows you to de-clutter your game.
@theoriginalargon yoo that's dope man. I do also think that their should be an option to craft sterile tile with silver as silver is actually what's used for sterile materials.
800 mods? i only have 70-150 mods installed... and i thought that was a lot...
Well, you're kinda like me xd. But I can say for sure I've seen players play with around 800. They have shown me their lists and I almost went insane.
@@theoriginalargon holy cheese. What kind of Nasa Supercomputer do they have? if i go over atleast 100 mods it takes forever to load rimworld..
@@xenomorph5022 They usually just wait all the time it takes to load. Or at leas that is what I used to do before I had my current PC lol
Could you share your modlist?
drive.google.com/drive/folders/1o0V88g-T_6RJt8oC27NoniC9AGgmbjBM?usp=sharing
The one that says "industrial" is the one I'm using in the video.
How tf do i get coal. Im certain it was in my starting area and minable. But now I cant find any anywhere. Is this a bug?
You can indeed find it at your starting location. Not all starting scenarios will have it though. Sometimes you can get really unlucky and not find it mineable at your starting location.
hope some one can make an ai patcher that would be cool but resource dictionary works fine for me
YOU HAVE AN ARGENTINIAN MATE!? CHE!
Exactamente!
Can I make it out of metallic fish?
I bet you can, with enough effort xd
Lead mining slave labour
who are you and why are you in my feed?
I'm general Kenobi