RimWorld

RimWorld

71 ratings
GlitterStone
3
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
46.171 MB
20 Mar @ 5:28pm
13 Jul @ 9:31pm
9 Change Notes ( view )

Subscribe to download
GlitterStone

Description
GlitterStone

Long ago, a distant glitterworld turned geo-generative engineering -- the creation of new rocks and minerals -- into a fashion era. The academic writeups behind the creations went out the window with each fantastical color, with new mineral blends named for trends and trendsetters no matter their actual composition. At the height of their hubris, they dreamed of seeding a world during the terraforming process that precedes the first settlers' arrival; socialites imagined their great-grandchildren selecting landscapes with the same logic as their cosmetic colors.

Whether that glitterworld ever saw the fruits of their labor is unknown, but one thing is clear.... This Rimworld is ridiculously colorful. This stuff can't possibly be natural.

This mod adds 15 new stone types in a spectrum of colors, which will occur naturally and clutter the heck out of your stockpiles, but I'm not sorry, and if you like these colorful maps as much as I do, you won't be either.

I don't have the geology chops of modders like Kuratheris (obviously), so under the hood, each stone type has the stats of one of the five vanilla stone types as follows:



Or, for those who don't want to worry about stats, my mod respects All Stones Are the Same if that mod is installed.

Compatibility

Built-in compatibility for floors/walls from the following mods:
  • Royalty
  • Ideology
  • Vanilla Ideology Expanded - Memes and Structures
  • Alpha Memes
  • Vanilla Furniture Expanded - Architect
  • VFEArchitect Addon and Patches
  • Vanilla Factions Expanded - Classical
  • Medieval Overhaul
  • Dubs Bad Hygiene
  • Outland - More Floors
  • [LTS] Furnishing
  • [T] MoreFloors 1.5
  • [WD] Expanded Floors
  • Refined Floors
  • Evt Floors
  • [SZ] Chinese Traditional Cultural Things Expanded
  • Gerrymon's Nautian Style
  • Stoneborn - Dwarven Style Pack
  • ATH's styles Norse
  • ATH's style Gothic and Bloody Gothic
  • ATH's style Draconic
  • Oracle's Miscellania
  • [MUS]哥特式吸血鬼家具 Gothicstyle Vampire Furniture
  • Rock and Stone
  • Construct Vanilla Rock Walls

Also includes compatibility for the following "extras":
  • Medieval Overhaul: This mod's chunks can be mined from the mineshaft.
  • Project RimFactory Revived: This mod's chunks behave like vanilla chunks at relevant PRF stations.
  • Alpha Animals: Crystalmits can eat and produce this mod's chunks.
  • All Stones are the Same: This mod's stone types change to that mod's stats.
  • Stone Conversion Recipes: This mod's stone types can be converted to/from.
  • Bulk Stonecutting (Forked): This mod's chunks can be bulk-cut.
  • Mountains Retexture: Glitterstones take on the texture of whatever vanilla rock with which they share stats.
  • Vanilla Factions Expanded - Mechanoids: Support is NOT included in my mod, but VFEM Stone Patch Pack has support for this mod and lots more.

I'm open to adding support for more mods -- what I've started with here was a combination of stuff I use, stuff I've seen other stone mods patch for, and stuff I found people asking for in various comment sections. Before you ask:
  • Make sure that it's not already working. Some mods are smart and add all available mineables, so they'll work out of the box.
  • I only want to support mods that are working in 1.5+. Some of the style mods I looked into seemed to not fit this criteria.

GlitterStone works best on a new save. It might be safe to add mid-save, but you'll get very little benefit from it since your stone types are determined on world generation, unless you have mods that:
  • Allow you to mine chunks from stone types that aren't on your map (mineshafts, core drills, etc)
  • Allow you to generate brand-new maps that don't have to obey your old worldgen (Multifloors, Deeprim, Save Our Ship 2, etc)
  • Allow you to edit stone types on a tile post-worldgen (Map Designer, WorldEdit, etc)

When adding mods mid-save (any mod, not just this one), I recommend installing Mid-Saver Saver and making use of its "fix hash collisions" function.

This mod is very likely completely unsafe to remove mid-save, with the possible exception of those who also added it mid-save (and even then, you'll want to use Mid-Saver Saver's "Fix missing stuff materials" function). Support will not be provided for those attempting this.

Mod recommendations

For more geology fun: [K]Extra Stone, Kura's Extra Gems, Cupro's Stones, Strike the Earth! - Stone

For more than 3 stone types on one map and/or fine control over which stone types you see: Prepare Landing, Map Designer, [K]Extra Stone, Cherry Picker

This mod is distributed under the MIT License[opensource.org].
28 Comments
MercuryRiver 22 hours ago 
Thank you so much, lovely mod, adds so much to my playthrough
Jiopaba 13 Jul @ 9:45pm 
Of course! I was basically fixing it on my end anyway, so there was no reason not to report it as clearly as I could. With a bit of luck, hopefully nothing else breaks for a good long while! See you in 1.7... maybe!

As soon as I can get the rest of this stuff loading cleanly I'm off to dig a colony into the Kingschist!
Harmonea  [author] 13 Jul @ 9:32pm 
@Jiopaba Fixed on both counts. Thanks for being so specific so I could get it done as quick and easy as possible!
Jiopaba 13 Jul @ 6:37pm 
Oh, and there's no more "BridgeableDeep" terrain Affordance. I think you can just swap that in the "VFEArchitectAddonFloors.xml" patch to "Bridgeable" now.
Jiopaba 13 Jul @ 6:03pm 
Hey there Harmonea. In 1.6 the Vanilla Expanded Framework updated some namespaces. Could you update the 1.6 version of your "AlphaAnimalsCrystalMit.xml" patch to reference "VEF.AnimalBehaviours" instead of "AnimalBehaviours" please?

It currently causes a pair of harmless red errors, and Crystalmits can't eat the Glitterstone chunks.

Thanks for the mod, really livens up my RimWorld a lot!
Harmonea  [author] 29 Jun @ 12:31pm 
@MercuryRiver Sure, I'll put it on the to-do list.
MercuryRiver 26 Jun @ 11:23am 
I dont see mention of it in compatibility so wanted to ask: any chance of patch to work with rock and stone? (Buildable rock walls *and* floors)
Draylynn 26 Jun @ 9:40am 
@Harmonea will look into it.
Harmonea  [author] 26 Jun @ 9:24am 
@Draylynn Blueprints are determined by wall type/style, not what stone or other stuff they're made of, so it's not possible for my mod to be interfering with wall blueprints. Try Fix Styled Blueprints ?
Draylynn 25 Jun @ 5:50am 
Are there any plans to use the default blueprint placement highlighter for your walls?
The thin faded outline to mark to your builders where to place these walls is very difficult to see.