Mods / C&N Metals

Tags:
Technology Crafting
Author:
KenigVovan
Side:
Both
Created:
Sep 7th 2025 at 1:53 PM
Last modified:
Sep 2nd at 5:25 AM
Downloads:
6554
Recommended download (for Vintage Story 1.22.7):
canadditionalmetals_1.1.3.zip  1-click install

C&N Additional Metals

New Alloys

Rose Gold Sterling Silver Weak Black Steel Weak Red Steel Weak Blue Steel
15–30% Copper 20–40% Copper 15–25% Black bronze 10–15% Brass 10–15% Bismuth bronze
70–85% Gold 60–80% Silver 15–25% Nickel 10–15% Rose gold 10–15% Sterling silver
50–70% Steel 20–25% Steel 20–25% Steel
50–55% Black steel 50–55% Black steel

Black, red and blue steels are forged from their weak counterparts on an anvil.


Getting Started

To produce the new alloys you'll need to craft a bloomery and pair it with bellows — the bellows push the bloomery to the higher temperatures these metals demand. Vanilla bellows work out of the box; the mod's own bellows are included as a creative-only variant (no crafting recipe by default). From weak-steel ingots you can then forge normal-steel ingots, and from those, the full set of tools.

Tools can be crafted only from black, red and blue steel.


Tools & Armor

The complete workshop in red, blue and black steel:

axe  ·  hammer  ·  knife  ·  pickaxe  ·  prospecting pick  ·  saw  ·  shears
chisel  ·  scythe  ·  hoe  ·  shovel  ·  cleaver  ·  wrench

Alongside the tools, four full armor families across the new metals — head, body and legs in plate, chain, brigandine and scale.


Build & Storage

Metal sheets, plain and riveted blocks, both fresh and corroded — plus chains, plates, scales, lamellae and nails & strips for every alloy. Anvils for red, blue and black steel round out the smithing line.


Compatibility

Compatible with Armory — polehammers, warhammers, javelins, pikes, short / long / great swords, sabres, halberds, long axes, poleaxes, quarterstaffs and light shields in all three steels, plus vanilla-style plate, chain, brigandine and scale sets.

Compatible with Combat Overhaul — falx blades and integration so the new metals fit cleanly into the overhauled combat loop.


Author KenigVovan  ·  Contributors Uri

Bellows sound — Freesound · accordion bellows 3 by PhonosUPF

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.3 canadditionalmetals 202 Sep 2nd at 5:25 AM canadditionalmetals_1.1.3.zip 1-click install
  • buckets
1.1.2 canadditionalmetals 435 Jul 9th at 6:16 PM canadditionalmetals_1.1.2.zip 1-click install
  • armory fork usage
1.1.1 canadditionalmetals 860 Apr 26th at 1:57 PM canadditionalmetals_1.1.1.zip 1-click install
  • .22 build
  • mod's bellows block recipe is now disabled by default, but bloomery is compatible with vanila bellows
  • error list cleaned
1.1.0 canadditionalmetals 97 Apr 6th at 6:10 AM Empty canadditionalmetals_1.1.0.zip 1-click install
1.0.14 canadditionalmetals 584 Feb 28th at 7:44 PM canadditionalmetals_1.0.14.zip 1-click install
  • bellows block drop was always bronze
  • blue steel ingots color closer to armor's
  • rosegold/silver variants for falx handle
  • bloomery shape change
1.0.13 canadditionalmetals 183 Feb 22nd at 9:40 PM canadditionalmetals_1.0.13.zip 1-click install
  • red/blue/black steel top/base anvil part recipes
1.0.12 canadditionalmetals 55 Feb 22nd at 10:36 AM canadditionalmetals_1.0.12.zip 1-click install
  • steel anvil recipe
1.0.11 canadditionalmetals 811 Jan 14th at 6:46 AM canadditionalmetals_1.0.11.zip 1-click install
  • fixes
1.0.10 canadditionalmetals 781 Oct 10th 2025 at 3:14 PM canadditionalmetals_1.0.10.zip 1-click install
  • fixes
1.0.9 canadditionalmetals 894 Sep 27th 2025 at 8:52 PM canadditionalmetals_1.0.9.zip 1-click install

Fixes by Anhrak

  • Fully removed the old/depricated itemtypes\resource\ingot.json from the directory and properly rerouted any recipes still referring the old bits & ingots to the new one.,
  • Properly adjusted the SmeltRatio value of Sterling Silver bits and Rose Gold bits from 1 (100 units) to 20 (5 units).,
  • Fixed any texture and forge issues inside the Sterling Silver, Rose Gold, Weak Black Steel, and Black Steel recipe that still refered to 'Weak Red Steel'.,
  • Fixed the Nails and Strips recipe for Sterling Silver, Rose Gold, Red Steel, Blue Steel and Black Steel,
  • Properly allocated a name in the Language directory for the following items: plain block, plain block (riveted), corroded block, corroded block (riveted), shovel heads, boss, work project, molten liquid, base material, sheets, scales, lamellae and nails and strips.
1.0.8 canadditionalmetals 194 Sep 26th 2025 at 12:04 PM canadditionalmetals_1.0.8.zip 1-click install
  • helvehammer recipe for weak steel
1.0.7 canadditionalmetals 350 Sep 20th 2025 at 8:26 AM canadditionalmetals_1.0.7.zip 1-click install
  • recipes and durability fixes
1.0.6 canadditionalmetals 137 Sep 19th 2025 at 11:56 AM canadditionalmetals_1.0.6.zip 1-click install
  • vanilla armor missing info fixed
1.0.5 canadditionalmetals 120 Sep 18th 2025 at 3:56 PM canadditionalmetals_1.0.5.zip 1-click install
  • fixed recipe
1.0.4 canadditionalmetals 146 Sep 17th 2025 at 6:57 PM canadditionalmetals_1.0.4.zip 1-click install
1.0.3 canadditionalmetals 271 Sep 11th 2025 at 5:03 PM canadditionalmetals_1.0.3.zip 1-click install
  • crucible fix
1.0.2 canadditionalmetals 138 Sep 10th 2025 at 2:57 PM canadditionalmetals_1.0.2.zip 1-click install
  • missing durability
1.0.1 canadditionalmetals Sep 10th 2025 at 2:43 PM 1-click install
  • armor, falx
1.0.0 canadditionalmetals 295 Sep 7th 2025 at 1:53 PM Empty canadditionalmetals_1.0.0.zip 1-click install

33 Comments (oldest first | newest first) (threaded | flat)

Virijawiya, 4 days ago (modified 3 days ago)

Will there ever be lanterns made of rose gold and sterling silver?

 

Also the textures for the rose gold and sterling silver falxes are bugged. Only the metal texture is affected, but handle and cloth textures aren't. I even looked at the json files in the Mods\canadditionalmetals_1.1.3\assets\game\shapes\item\tool\blade\falx folder, and it looks fine so idk why the textures arent working.

Bluebunnytaco, 5 days ago

I would <3 love <3 compatibilty with Culinary Artillery

<3 rose gold cauldron <3

Rainbae, Sep 3rd at 6:32 PM

Theres some errors getting thrown with the CO/Armory compat, the behaviors field changed to behaviorsByType in the forks

 

also some wrong resource locations

 

Love the mod gives some great TFC nostalgia!

MrBadWithNames, Sep 2nd at 12:10 PM

ooh, those look so pretty!

OrbPonderer, Aug 15th at 3:47 AM

Can you please update your documentation to be clearer on how to make the alloys?  I just spent an hour trying to figure out how to use a vanilla bloomery to make them without realizing this mod added it's own bloomery I am supposed to use

Melilith, Jul 31st at 10:45 PM

does this work with toolsmith?

cherrusmh, Jul 14th at 10:49 AM

as a terrafirmacraft enjoyer this is so nice to have here too :)))

CipherPilgrim, Jun 2nd at 2:53 PM

I see some errors on loading with the Combat Overhaul fork. My guess is that this mod is looking for combat overhaul's ID and not the fork's. 

DuskDemonpaws, Apr 24th at 4:41 PM

I love this mod so much! I would love to have it on our server, however the administration is very particular. Please make a new version flagged as for 1.22 stable, and also try to reduce console errors, even if not affecting anything. Thank you.

Lakezin, Jan 31st at 11:15 PM

How do you make the bloomery thats needed? I really wish this mod had a lil guide

 

NathanGrim, Jan 14th at 8:13 PM

Not gonna lie this makes me wish there was a mod to add Beskar from The Mandalorian XD

kukumber, Jan 14th at 7:20 AM

finally, tfc metals

Mr_J_Soda, Dec 2nd 2025 at 6:51 AM

found another bug, looks like black steel, red steel, blue steel, rose gold, and sterling chain leg armor don't have crafting recipies.

Mr_J_Soda, Nov 8th 2025 at 10:03 PM

WHen loading into a world, either new or pre-existing, the following logs show up in server-main.log

 

Spoiler
8.11.2025 17:00:51 [Error] Patch 3 (target: armory:itemtypes/weapons/axe-long.json) in canadditionalmetals:patches/co/weapon/axe-long.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 5 (target: armory:itemtypes/weapons/axe-long.json) in canadditionalmetals:patches/co/weapon/axe-long.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 7 (target: armory:itemtypes/weapons/club.json) in canadditionalmetals:patches/co/weapon/club.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 450,
  "*-bismuthbronze": 450,
  "*-blackbronze": 450,
  "*-iron": 450,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 9 (target: armory:itemtypes/weapons/club.json) in canadditionalmetals:patches/co/weapon/club.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 6 (target: armory:itemtypes/weapons/halberd.json) in canadditionalmetals:patches/co/weapon/halberd.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 8 (target: armory:itemtypes/weapons/halberd.json) in canadditionalmetals:patches/co/weapon/halberd.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 2 (target: armory:itemtypes/weapons/pike.json) in canadditionalmetals:patches/co/weapon/pike.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 4 (target: armory:itemtypes/weapons/pike.json) in canadditionalmetals:patches/co/weapon/pike.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 5 (target: armory:itemtypes/weapons/poleaxe.json) in canadditionalmetals:patches/co/weapon/poleaxe.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 7 (target: armory:itemtypes/weapons/poleaxe.json) in canadditionalmetals:patches/co/weapon/poleaxe.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 2 (target: armory:itemtypes/weapons/quarterstaff.json) in canadditionalmetals:patches/co/weapon/qurterstaff.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 450,
  "*-bismuthbronze": 450,
  "*-blackbronze": 450,
  "*-iron": 450,
  "*-meteoriciron": 550,
  "*-steel": 750
}
8.11.2025 17:00:51 [Error] Patch 4 (target: armory:itemtypes/weapons/quarterstaff.json) in canadditionalmetals:patches/co/weapon/qurterstaff.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 4 (target: armory:itemtypes/weapons/sabre.json) in canadditionalmetals:patches/co/weapon/sabre.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 6 (target: armory:itemtypes/weapons/sabre.json) in canadditionalmetals:patches/co/weapon/sabre.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 3 (target: armory:itemtypes/weapons/sword-great.json) in canadditionalmetals:patches/co/weapon/sword-great.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 5 (target: armory:itemtypes/weapons/sword-great.json) in canadditionalmetals:patches/co/weapon/sword-great.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 8 (target: armory:itemtypes/weapons/sword-long.json) in canadditionalmetals:patches/co/weapon/sword-long.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 10 (target: armory:itemtypes/weapons/sword-long.json) in canadditionalmetals:patches/co/weapon/sword-long.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
8.11.2025 17:00:51 [Error] Patch 6 (target: armory:itemtypes/weapons/sword-short.json) in canadditionalmetals:patches/co/weapon/sword-short.json failed because supplied path /temp is invalid: The json path /durabilitybytype/* was not found. Could traverse until /durabilitybytype, but then '*' does not exist. Full json at this path: {
  "*-copper": 300,
  "*-tinbronze": 550,
  "*-bismuthbronze": 600,
  "*-blackbronze": 650,
  "*-iron": 600,
  "*-meteoriciron": 750,
  "*-steel": 1250
}
8.11.2025 17:00:51 [Error] Patch 8 (target: armory:itemtypes/weapons/sword-short.json) in canadditionalmetals:patches/co/weapon/sword-short.json failed because supplied path /durabilitybytype/* is invalid: The json path /temp was not found. No such element 'temp' at the root path
TheUltiM8Guy, Oct 9th 2025 at 6:40 PM

Hey, a couple of things I noticed:

  • all types of armors (except plate armor) seem not to have any protection stats? At least the tooltip does not say so.
  • I did note that mod's plate armor has different values for walk speed, and I get that, however, could the ranged accuracy and range weapon charging time be set closer to vanilla values? The red steel plate armor values, in full set, make it impossible to aim as I get -5% ranged accuracy, while vanilla steel armor gets me 70% ranged accuracy. This also affects aiming using guns from the firearm's mod, as aiming in red steel plate armor is impossible.

 

So please, do check protection values for the mod's armors as well as maybe balance ranged weapon stats on modded plate armors to make them more vanilla like.

TreeDude, Sep 26th 2025 at 9:54 PM (modified Sep 26th 2025 at 9:56 PM)

the anvils are kind of janky, they work when using the new steel bars, but its not possible to put most* (haven't tested all of them) other metals on the new anvils, or even work pieces, which can lead to accidentely taking the pickaxe your smithing and loosing a whole ingot.

when trying to put workitems or vanilla ingots on the new anvils it doesn't even show up in the server audit log while still showing up in the client audit log.

cleared cache and clean settings, should be easy to replicate.
mod list used while testing: autoconfiglib, canadditionalmetals, configlib, extrainfo, newfiesblocklogger, vsimgui.

this also leads to soft incompatability with toolsmith and its reforge system.


great mod, i love having more metal tier progression and there aren't allot of other mods that add new alloys.

if you take suggestions, better compatibility with toolsmith would be great, with the fancy models and stats for the nails and strips to be used as bindings.


Pizn, Sep 26th 2025 at 7:08 PM

I filed this issue in GitHub yesterday and just wanted to post it here also in case you didn't see it.

https://github.com/kenigvovan/canadditionalmetals/issues/1

Thank you!

TheUltiM8Guy, Sep 26th 2025 at 2:01 AM (modified Sep 26th 2025 at 2:11 AM)

Hey, those are cool looking armors and tools (maybe because I like color red, lol). Anyway, I tried making them in survival and I noticed that weak steel has similar smithing mechanics like iron blooms, but helve hammers do not seem to work on weak steel. Could you please make it so that helve hammers would smith weak steel into black/red/blue steel? I don't really want to smith 72 ingots by hand to get a plate armor set, and I think there was a reason why the devs made iron blooms smithable by helve hammers.

KenigVovan , Sep 20th 2025 at 8:33 AM

CheeseMuncher snoojey thank you for info, all of that should be fixed

snoojey, Sep 19th 2025 at 8:50 PM

like CheeseMuncher mentioned, with the combat overhaul patch the vanilla armors don't show durability anymore, along with some of the new metal armors too. I found in the patch file you created that for the /durabilityByType part of the patch, you put the operation as "replace" instead of "addMerge". Changing this fixed the vanilla armors, and there were just a few pieces of the new metal armors missing from the list of durabilities, namely Brigandine head and body for all three steel types, and chain head for rose gold and sterling silver.

Here is a link to my quick fix of the patch if you wish to use it.

https://drive.google.com/file/d/1-akPNBpY3M8p8R01tUJTJEHx0JPBf0SA/view?usp=sharing

As for the crafting issues mentioned below it shouldn't be too much of an issue since you can also craft most (if not all) of the armors using the pieces from armory, instead of the more expensive way that is default.

 

Also another comment mentioned issues with sterling silver and it being called "steerling silver". I found the issue in lang/en.json if you wish to fix it. "game:item-metalbit-sterlingsilver" was set to "Steerling silver bits", instead of "Sterling silver bits"

CheeseMuncher, Sep 19th 2025 at 7:28 PM (modified Sep 19th 2025 at 7:34 PM)

Something I forgot to mention is how the crafting recipes from overhaul are not changed for those full plate/scale/chain armors. For example, the chain leggings still require the leg leather jerkin to craft, unlike the vanilla Armory armors. Another thing that seemed to pop up after you fixed the full armors is that the vanilla ones dont seem to show or have durability anymore. Anyways, thanks for being so quick to fix the previous bug.

KenigVovan , Sep 19th 2025 at 1:13 PM
CheeseMuncher, Sep 18th 2025 at 9:47 PM (modified Sep 19th 2025 at 1:42 AM)

When playing with Armory, the full plate, chain, scale, and brigandine armors don't seem to work. Instead, they just show "Layers: none" and "Bodyparts: none". This was most noticeable when I was trying to make a full set of chain armor and i was able to make the shirt, sleeves, and mittens just fine, but I was not able to wear the leg armor. This however, does not seem to affect the vanilla armors. Aside from that, wonderful mod.

KenigVovan , Sep 18th 2025 at 3:56 PM

CtrlAltSilent
should be fixed

CtrlAltSilent, Sep 18th 2025 at 2:04 AM (modified Sep 18th 2025 at 2:06 AM)

I might be missing something... Black steel was the easiest thing to make... Blue steel, doesn't want to work no matter what. What is the process for making it?

Does it have something to do with the "Steerling Silver Bits"

 

ChamomileTea, Sep 14th 2025 at 4:08 PM

Hi, could you please make the armor compatible with combat overhaul? No pressure, I just love this mod and the pink armor :D

soapysalad, Sep 12th 2025 at 8:30 PM

TerraFirmaCraft my beloved 💖

Destrin, Sep 12th 2025 at 5:01 AM

Works great, thanks so much :)

KenigVovan , Sep 11th 2025 at 5:03 PM

Destrin

should be fixed now

Destrin, Sep 11th 2025 at 7:07 AM

Probably a mod conflict with bricklayers, xskills or something else, but when I put a crucible into the bloomery, the bellows no longer work to increase the temp. Tried this with both 1.0.0 and 1.0.2. Or is there some other method to get the slots for the alloy materials?

If it is a conflict, maybe you could add your own crucible, crafting grid recipe maybe, add charcoal surrounding a fired crucible to create a high carbon crucible for higher temps, which should work regardless of other mods? I know that could be a lot of work so I completely understand if you don't want to. I do love the colours of the alloys though and would love to add this to my mod heavy game :)

IILordTempestII, Sep 10th 2025 at 5:10 AM

When this mod adds light and heavy types of armor for each material I will for sure start using it. But if its just tools I dont have a use for it. Armor can be used to look cool, tools are just tools.

quilladile, Sep 9th 2025 at 10:24 AM

Hi, I really like the mod so far, excited to see where it ends up, I think it's a nice way to continue to advance and use up old metals.
Is there any hopes of changing the bellows recipe to require sturdy leather?
It would make the progression feel a lot more earned to me.

KalmiaLatifolia, Sep 7th 2025 at 2:41 PM

Is there gonna be armor along with it? Cause I love the rose gold, it looks really pretty!💖