Mods / Dynamic Alloys (WIP)

Tags: #Crafting #Technology
Author: UnnamedBeast
Side: Both
Created: Dec 1st at 8:07 PM
Last modified: 1 day ago
Downloads: 61
Follow Unfollow 21

Recommended download (for Vintage Story 1.21.6):
DynamicAlloys_1.2.1.zip  1-click install


THIS MOD WORKS BUT IS INCOMPLETE, NO DYNAMIC TEXTURES, YOU CAN ONLY MAKE TOOLS THAT HAVE VANILLA TOOL/WEAPON MOLDS, PROBABLY INCOMPATIBLE WITH A LOT OF MODS

Current patch: 1.2.0 - Balance update is done, values are intentionally hidden for you to figure out what works best. Most metals have hard caps where they don't give any additional benefit if you put more in the alloy

This mod was an idea I had and considering ChatGPT exists I spent 40 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.

 

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.1 dynamicalloys 6 1 day ago 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
1.21.5 - 1.21.6-rc.1
18 Dec 5th 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 16 Dec 4th 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 21 Dec 1st at 8:13 PM Empty dynamicalloys_1.0.0.zip 1-click install

3 Comments (oldest first | newest first)

From125, 1 day ago (modified 1 day ago)

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.

UnnamedBeast , 5 days ago

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

Acouthyt, 6 days ago

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.