Mods / Expanded Molds
Author: RowdyArt
Side: Both
Created: Jan 10th at 1:03 PM
Last modified: 5 days ago
Downloads: 2440
Follow Unfollow 87
Latest file for v1.20.1:
Expanded Molds 1.0.1.zip
1-click install
Expanded Molds: Content
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New Standard Mold Types
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A new array of standard style molds to round out the suite of ones provided by the base game. Sharp-bladed implements such as swords, knives, scythes, etc. have been purposefully left out as I felt they should be forged on an anvil.
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One of these molds, the "Chain Ring Mold" is used to cast a new item, chain rings. These can be used to pour & craft bronze-tier and lower chainmail, making these less of a chore to make and hopefully incentivizing people not to just wait till iron-tier for complex armor.
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New Advanced Mold Types
- The primary component of the mod currently is the addition of tier-locked bulk casting mold. These molds are created through a multistep crafting process, requiring a variety of materials and advancements made in your game progression before they can be completed.
- Step 1: Forming & firing of the desired Mold Core. (only made using fire clay)
- The primary component of the mod currently is the addition of tier-locked bulk casting mold. These molds are created through a multistep crafting process, requiring a variety of materials and advancements made in your game progression before they can be completed.
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- Step 2: Smithing or casting the appropriate tier of metal plate as well as some nails & strips. (bronze-tier for the smaller cores, iron-tier for the larger cores)
- Step 3: Obtaining the required tools & materials. (most notably the solder & soldering iron)
- Step 4: Craft the final molds in the crafting grid.
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- Step 5: Finished! These molds will now adorn your smithing workshops with their lovely detail. They work just like any other mold, except they save you valuable space & provide beatiful usable pieces to your world!
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Roadmap & Future Additions
- Additional sensible mold types (staying away from sharp bladed implements)
- Removal of crafting grid & use of in-world crafting for all recipes (no idea how to do this, suggestions appreciated)
- Expansion of molds & clay products to properly show the kind of clay they were made with (red clay molds, fire clay bowls, etc)
- Reworking & expansion of crucible tiering (restrict capacity of base crucible, add more types that allow for larger pours, more slots for alloys, etc.)
- Different cooking ovens & tiers (larger capacity, better fuel ratios, etc.
- One time use molds for large objects (base game anvil mold should just be destroyed after use, etc.)
Other Mods You Should Check Out
- "The Remnants" by MrFistycuffs: A reimagining of the base game classes & doubling the amount of classes available while staying true to base game lore.
Disclaimer: This mod is my first foray into modding, if anything is broke please reach out so it can be updated and polished further. This mod is made primarily for my own private server use, but I wanted to share it on here for others to enjoy as well.
Inspiration: The "Molds" mod by "MrFlame" was used as the basis for the mod, as well as some models and items (chain rings most notably) being included in this mod due to me greatly enjoying them. Everyone on the official discord was also intsrumental in making this mod a reality.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
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v1.0.1 | 1078 | 5 days ago | Show | Expanded Molds 1.0.1.zip | Install now | |
v1.0.0 | 1361 | Jan 10th at 2:36 PM | Show | Expanded Molds 1.0.0.zip | Install now |
Hello, would it be possible to support the Glassmaking mod?
molds for glass if possible.
there isn't any mantained mod that does it, and your molds are cool!
Thanks.
Is there a itemized list of all the molds this adds? It sounds great and i just wanna make sure its not duplicating items i have from other molds mods (primarily nails and strips and arrowheads).
Cascade3218
Otterbutter
Newest release should fix this issue now.
I'm getting the same bug. I'm only getting a single Chain Ring from each mold per pour.
I enjoy casting rings but for some reason, you get 1 ring from 100 units of let's say copper, but for 200 units you get the actual whole chain mail piece, but for the rigs, it costs roughly 1600 units of metal, so extremly cost ineffective, is this bugged for me or somethiing??? RowdyArt
Firstly: I greatly appreciate this mod for its intentional omission of blades. Every mold mod I see includes the sharp blades and turns me off from it, since really, I just want a mod to store my ingot molds easier. I prefer in-game interactions over the gui, since I play with a controller mostly (I just use gyro for mouse-required/precision aiming interactions). Tbh, I think half the molds shouldn't be there for this reason.
Suggestions for non-gui crafting:
Chainmail:
While I don't really like the idea of molding the rings because I'm a stickler for the realism aspects of the game (although, it could be argued that forming the rings out a straight up ingot is comparably unrealistic), you could make it a realistic multi-step process for after the molding.
You could heat up the rings, then have to put the on the anvil and using a chisel, splice a hole/slit in each ring, or require the use of shears (maybe even specialized metal-cutting shears, or the tier above for either option to skip heating). You could lock this behind the next tier up for some metals if desired, based on hardness.
Then, you apply borax as flux since you have to weld them, and then you either solder them together by applying a solder bar (this only would work for copper and bronze; not that you can mold iron anyways), or simply hammer them together. The soldering could also be done by heating the soldering iron instead of the chains themselves, if you cut with a +1 tier set of shears/chisel.
The borax is the essential part, thought, since you'd need flux or solder or forge welding (like is required to weld the two iron anvil halves together).
You could potentially expand this to armor sets, too if you're ambitious; you might want to require some kind of "welding table" that has a 3x3 grid or something (or 2x2 blocks, which interact as a 3x3 space), since an anvil isn't much room to work on a project that size, but you could essentially just have the player lay down the chain with shift click and just basically perform the same set of actions but for each joint.
Advanced Molds:
You could take a page out of the ship-building book and see if you could make your own version (although, you may need a few models for construction stages).
I'd imagine you have the player place the plate on the ground, then shift-click it with some relevant tool/item (soldering iron, raw or fired mold, etc), and it engages a construction entity. Then you can have the user click with items in their hotbar to turn it into a "locked" specialized chiseled block, or clay mold, or whatever voxel adding process, where you have one hand holding a heated soldering iron and the other solder bars, and then you simply fill solder wherever a nail/rivet or plate/strip joints would be located.
This should require silver solder, as that has like double the melting point of lead solder. This is only bc IRL, the mold would of course get very hot as heat is trasferred from the molten metal to the ceramic mold. Ceramic is insulating, but given the large thermal mass of
Balancing:
I also think that any other item (except ingots, and maybe chutes b/c fragile) should have to be put onto the anvil to get a good whack, since molded items would have a fair amount of defects, or may not be very when precisie or hardened compared to forging. This would be an interaction akin to the initial iron bloom process, where you just whack slag off. Also, you could have the player heat up the nails and just put them on the anvil to knick one voxel per nail so that it has a sharp-looking point.
This could also be semi-automated with a helve hammer which could just one-shot each item (except for nails and chutes).
Love the mod, though; I think it's got great potential. I'll be using it in my world next play, for sure.
Thanks for the reply, it appears it has been worked out to be expanded foods causing the issue. I did try some those things and thats the current thing it apperars... I was just reporting it as i was searching as sometimes a modder looks and goes OH yup this will fix it. rather over report than not.
Oh is it possible to add a config maybe in the future to turn on and off the molds?.. some of the molds for me id prefer not have.
Thanks again
bringitonwimps
It seems that error is directed at something to do with the handbook, expanded molds is not listed at the top or as far as I could see. Have you tried removing some of those other mods to trace which one is actually causing the error?
I got this error when clicking on a clay chute mold from expanded molds, not sure where the error is credited
pastebin.com/LTxqA5h0
SniperGecko
This is the exact direction I'd love to go with the mod honestly. The concept of having to "finish" the rough items that come out of the molds is almost an exact conversation ive had previously. My ability with modding is quite limited however, so anything like the channels and foundry stuff would likely require a pretty substantial collaboration with a competent modder.
I really appreciate the concepts and interest in my mod! Hopefully in the near future I will have an update that includes the ability to make the color variations currently seen in jugs and shingles in pretty much all the clay items. Stay tuned!
A handful of ideas that may or may not fit into the concept for this mod, noting your "Different cooking ovens and tiers"
One potential would be a crucible the size of a Storage Vessel (made with fire clay only) with some sort of iron+ axle/mount to pour it. Channels for metal would also be nice to create from fire clay- channeling Tinker's Construct for that one -especially if the large crucible pours into those channels.
Potential name for these items: Foundry Crucible, Foundry Channel
Oh, and if you do add this; the Foundry Crucible should require Graphite (just like pulverize and use on the crucible) before anything hotter than copper can be melted.
Lastly; if you really wanna hit home, you should be able to toss in any item made entirely from metal into the Foundry Crucible; where the amount it melts is relative to durability rounded down to nearest 25%.
EDIT: Additional idea;
You said you want to stay away from blades; I think that limits the reach of your mod. Instead potentially; make it so all cast items (bladed) are "Dull" (incomplete) until used on a Whetstone. (If you add a whetstone, I think it should have a liquid capacity like a barrel to add water to)
Anyway, if you like none of this I won't be offended and don't feel pressured to add it, I just like throwing ideas at anything I see. :)
propaneko
Eventually I will be looking to add compatibility with lots of mods as clay items are pretty widespread through the recipes of the game and with this mod in the works to be changing lots of them it will be absolutely neccessary. So short answer, yes, as soon as I can get around to figuring out how to make that work.
Hi great mod I really like the idea of added progression to more advanced molds, is there a chance that we could have xskill compatibility? For the smelter perk to be exact.