Mods / Dynamic Alloys (WIP)
- Tags:
- Author:
- UnnamedBeast
- Side:
- Both
- Created:
- Dec 1st 2025 at 8:07 PM
- Last modified:
- Dec 20th 2025 at 5:38 PM
- Downloads:
- 244
-
Latest release (for Vintage Story 1.21.5 - 1.21.6, outdated):
DynamicAlloys_1.3.0.zip 1-click install
THIS MOD WORKS BUT IS INCOMPLETE, YOU CAN ONLY MAKE TOOLS THAT HAVE VANILLA TOOL/WEAPON MOLDS, PROBABLY INCOMPATIBLE WITH A LOT OF MODS
Current patch: 1.3.0 - First implementation of dynamic textures, only tools and tool heads have dynamic textures, and the tool heads are kinda screwed up. Couldn't figure out how to give metal bits nor ingots dynamic textures.
This mod was an idea I had and considering ChatGPT exists I spent too many hours on prompt engineering to make this mod in order to be able to actually do it, my coding skills are far too weak to do this on my own.
What this mod does:
- Allows you to create basically any custom alloy using any metals (only tested with direct bits like copper bits, not with ore so it might not work)
- Allows you to make pickaxes, shovels, axes, hammers, hoes, falx's and prospecting picks using these alloys through pouring and smithing
- Doesn't overwrite vanilla alloys so you can still craft everything that uses vanilla alloys
- Tool stats vary based on the alloy made dynamically, as every different metal provides stats and even has synergies (still requires balancing)
- Metal stats have been made so in theory every metal has some use and some downside, so it's not full realism but if you make a pickaxe made mostly out of lead its probably gonna suck very hard
What this mod doesn't do:
- Add dynamic textures blending the metals used (tried to do it but couldn't figure out how)
- Be able to make the tool heads through smithing on an anvil (if you try to make a pickaxe out of an ingot its gonna lose all its data and give you the default pickaxehead-dynamicalloy) (to be done)
- Make armor with it (to be done)
- New fuels that can melt down iron/steel and everything else (not yet implemented but to be done)
This modpack was mostly made with the idea of experimenting with random metals to see if you could make a better one, but considering it hasn't been thoroughly balanced it might not work as intended or might just make every mixture super OP. My idea is to hopefully expand this, but I also do need some playtesting and opinions or people who want to help see this become more developed
A lot of the metals that are in the files still work even if they can't be found, like uranium. The only exception to this rule is stainless steel, which I forgot to give stats to. Was never true, mistake of mine
This mod is basically a compilation of patches so in theory it shouldn't break other mods but if you try to use a custom alloy on those mods it's probably not gonna work
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.0 | dynamicalloys | 78 | Dec 20th 2025 at 5:38 PM | DynamicAlloys_1.3.0.zip | 1-click install | ||
|
Added dynamic textures to tools and tool heads (tool heads have a screwed up shape but the tools work fine) Fixed some unintended interactions in the stats calculation (should result in a buff for some combinations) | |||||||
| 1.2.1 | dynamicalloys | 35 | Dec 14th 2025 at 3:20 PM | DynamicAlloys_1.2.1.zip | 1-click install | ||
|
Rebalanced materials to give more relevant buffs and debuffs Fixed ingots not keeping the composition of the alloy when smithing an ingot after restarting the game | |||||||
| 1.2.0 | dynamicalloys | 46 | Dec 5th 2025 at 3:02 PM | DynamicAlloys_1.2.0.zip | 1-click install | ||
|
Balanced alloy values, in theory all existing metals are useful for something, should be enjoyable to find and experiment Old tools made before the update don't update the values automatically, so you gotta make new ones if you want the new values | |||||||
| 1.1.0 | dynamicalloys | 39 | Dec 4th 2025 at 12:26 AM | DynamicAlloys_1.1.0.zip | 1-click install | ||
|
Fixed world durability and mining speed modifiers not applying to dynamic alloys tools Fixed tool tiers always being permanently set at 3 (now they are the tier that the tool says in the description) The 7 tools can now also be smithed, not just poured | |||||||
| 1.0.0 | dynamicalloys | 46 | Dec 1st 2025 at 8:13 PM | Empty | dynamicalloys_1.0.0.zip | 1-click install | |

UnnamedBeast if you ever figure out how to implement smithing plus metal bits to this i would be glad, level up i think it work based on the stats, not sure
From125 yea the biggest issue with smithing plus would be the bits, since bits can initiate anvil crafts and for sure if you use this mod and smithing plus you'd get generic metal bits instead of the alloy you made, for level up it might work but it depends on how level up adds its bonuses, if its based on the stats of the item it works, but if its based on a dictionary they made for each type of tool then it won't work
im itching to put this in my playthrough, but i don`t know how well thats going to play with the mods i have installed, especially Smithing Plus and Level Up, i`ll be keeping an eye of this for an future playthrough.
Acouthyt it should be possible, since i basically only calculate stats when the item is crafted, so as long as i can put the composition of the alloy into the armor or armor pieces it could support any mod, the issue is that i would have to add every case to every mod and that would be tiring, it would take some work so no promises
Honestly, I've been loving the idea of this mod. Can't wait to see what armors and shenanigans might be able to be gotten into if you also extend this into supporting mods if its possible.