Disclaimer
[b]This is a rebalanced and fixed version of an existing mod. I claim no ownership of the mod![/b]
[list]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2173422423]"Reforged" version for Rimworld 1.0 - 1.3 by MercuryDoll[/url]
[*] Implemented a patch for Long-Range Mineral Scanner from Delta7777777 published in the comments section of the original mod.
[/list]
Originally created by Agracore.
Description or “Bloat begone!” edition
This mod is designed mainly for a medieval playthrough, as all of the new metals are very rare and you're unlikely to be able to take full advantage of them before transition to industrial era.
I also recommend using [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2787438435]Stuff Mass Matters[/url] mod so that for example a mithril chainmail actually weighted less and had lesser movement speed penalty.
Mithril
A fantasy alternative to plasteel. Armor forged from mithril is almost identical to the one forged from plasteel, but it’s best suited as a material for bladed weapons.
Orichalcum
As opposed to Mithril, it’s a rather heavy metal. Not as heavy as uranium but better suited for crafting armor and blunt weapons.
Adamantine
This is a near indestructible super metal. It’s balanced so that a plate armor crafted from it is only slightly worse than a cataphract armor. Meaning you can use it even far into spacer era, but any mechanics associated with the power armor won’t apply to it (like VWE – Heavy Weapons).
Solorite
Removed. Rimworld already have silver, gold and jade. So, I don’t see a reason to add another metal for decorations and sculptures.
Scarletite
Removed. Both scarletite and mithril were used for sharp weapons, so I decided to rebalance mithril and remove scarletite.
Vibranium
Removed. At first, I thought of making it into a niche metal for blunt resistant armor but after some consideration decided against it. I honestly can’t think of a situation when it’s better to trade sharp armor for blunt, and even if such situation can exist it’s not worth it. Creating separate sets of armor, changing it for you pawns before battle, and not to mention the amount of wealth this armor will add… Then I though of maybe using it as even stronger and rarer version of adamantine, something like the ultimate armor material with both good sharp and blunt resistances, but again decided against it because it will make adamantine into just another bloat material. So, I decided to remove it too, and, to be fair, you can hardly call vibranium a “fantasy” metal.
Numbers
Steel
Plasteel
Uranium
Mithril
Orichalcum
Adamantine
Market value
1.9
9
6
18
16
36
Weight
0.5
0.25
1
0.2
0.75
0.5
Beauty
1
1
0.5
2
-2
1
Max HP
1
2.8
2.5
2.5
3
8
Work Amount Multiplier
1
2.2
1.9
2
2
2.5
Flammability
0.4
0
0
0
0
0
Armor Sharp
0.9
1.14
1.08
1.15
1.3
1.5
Armor Blunt
0.45
0.55
0.54
0.55
0.6
0.65
Armor Heat
0.6
0.65
0.65
0.65
0.7
0.8
Insulation Cold
3
3
3
3
3
3
Insulation Heat
0
0
0
1
1
1
Damage Sharp
1
1.1
1.1
1.4
0.9
1.1
Damage Blunt
1
0.9
1.5
0.9
1.7
1.1
Melee Cooldown Multiplier
1
0.8
1.1
0.8
1
1
Commonality
1
0.05
0.12
0.04
0.05
0.02
Scatter Lump Size Range
30-40
2-8
6-12
2-6
2-6
1-4
Deep Commonality
4
1
1
0.5
0.5
0.25
Deep Lump Size Range
20-30
2-10
4-10
2-8
2-8
2-5
Compatibility
This is a simple xml mod so it’s unlikely it will ever conflict with anything (future versions of Rimworld included). All def names are also unique so you can even load it with the original not forked version.
IDs
ID: 2936850549
Mod ID: zav.fantasymetalsForked