Mods / CAN Metals

Tags: #Crafting #Technology
Author: KenigVovan
Side: Both
Created: Sep 7th at 1:53 PM
Last modified: Oct 10th at 3:14 PM
Downloads: 2450
Follow Unfollow 58

Latest release (for Vintage Story 1.21.4, potentially outdated):
canadditionalmetals_1.0.10.zip  1-click install


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 steel are forged using weak ones on an anvil

 

To get new alloys you'll need to craft bloomery and bellows for them to reach higher temperatures in it. After that from weak steel ingots you can forge normal steel ingots and tools after that.

News tools can be made only using black, red and blue steel.

Compatible with Armory

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.10 384 Oct 10th at 3:14 PM canadditionalmetals_1.0.10.zip 1-click install
  • fixes
1.0.9 793 Sep 27th 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.
1.0.8 143 Sep 26th at 12:04 PM canadditionalmetals_1.0.8.zip 1-click install
  • helvehammer recipe for weak steel
1.0.7 294 Sep 20th at 8:26 AM canadditionalmetals_1.0.7.zip 1-click install
  • recipes and durability fixes
1.0.6 85 Sep 19th at 11:56 AM canadditionalmetals_1.0.6.zip 1-click install
  • vanilla armor missing info fixed
1.0.5 79 Sep 18th at 3:56 PM canadditionalmetals_1.0.5.zip 1-click install
  • fixed recipe
1.0.4 99 Sep 17th at 6:57 PM canadditionalmetals_1.0.4.zip 1-click install
1.0.3 227 Sep 11th at 5:03 PM canadditionalmetals_1.0.3.zip 1-click install
  • crucible fix
1.0.2 98 Sep 10th at 2:57 PM canadditionalmetals_1.0.2.zip 1-click install
  • missing durability
1.0.1 Sep 10th at 2:43 PM 1-click install
  • armor, falx
1.0.0 247 Sep 7th at 1:53 PM Empty canadditionalmetals_1.0.0.zip 1-click install

20 Comments (oldest first | newest first)

💬 Mr_J_Soda, 2 days ago

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 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 at 9:54 PM (modified Sep 26th 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 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 at 2:01 AM (modified Sep 26th 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 at 8:33 AM

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

💬 snoojey, Sep 19th 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 at 7:28 PM (modified Sep 19th 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 at 1:13 PM
💬 CheeseMuncher, Sep 18th at 9:47 PM (modified Sep 19th 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 at 3:56 PM

CtrlAltSilent
should be fixed

💬 CtrlAltSilent, Sep 18th at 2:04 AM (modified Sep 18th 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 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 at 8:30 PM

TerraFirmaCraft my beloved 💖

💬 Destrin, Sep 12th at 5:01 AM

Works great, thanks so much :)

💬 KenigVovan , Sep 11th at 5:03 PM

Destrin

should be fixed now

💬 Destrin, Sep 11th 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 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 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 at 2:41 PM

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

 (edit comment delete)