RimWorld

RimWorld

More Stone
26 Comments
Ultra Skeleton 27 Oct, 2018 @ 5:13am 
Hey, take your time. I don't know if this'll help you out, but check out:
https://www.finesoftware.eu/help/geo5/en/unit-weight-of-rocks-01/

It seems to be a pretty useful metric for guessing mineral weight.
Hope that helps, as always, thanks for your hard work!
Alias  [author] 21 Oct, 2018 @ 4:17am 
I haven't forgotten about this mod (and unless any major bugs crop up with Camping Stuff or Snowy Trees it should be next up for an update). The b18->b19 update changed up quite a bit in regards to stones (for example each chunk now has its own weight instead of everything being 25kg), so I am currently trying to re-balance More Stone to be vanilla friendly (and less buff happy). Unfortunately, this means that I will need to spend spend some time researching and compiling the material properties of the various rocks so that I can create a balance curve for the mod. I do have some good news in the meantime: I merged the smooth stone and generic tile textures to create a floor texture for the exotic stones, so as part of the update I will also be adding exotic flooring
Alias  [author] 20 Sep, 2018 @ 12:21am 
@Cherder, thanks, regrettably not a whole lot of mod progress in general going on right now (on account of a metric ton of school work), but in the spirit of giving a status report:
School- is the limiting reagent at moment and appears to be taking up exponential amounts of my time with no regard for my sleep.
Camping Stuff- The refactor for Camping stuff is coming along nicely and the new backend process for handling tents seems to be working correctly. The XML got a serious clean-up and the new long tents are defined and appear to be functioning nominally. I just have a few things I want to fix, and it should be ready to go.
Snowy Trees- untouched, but still on the to-do list, most likely next up
More Stone- untouched, but I don’t anticipate a long time to update (relative to my free time) once I actually get around to it
More Wood- early stage b18 support, will resume work following completion of above action items. Needs second pass XML clean-up and b19 testing
Chowder 19 Sep, 2018 @ 5:33pm 
Love this mod! Any progress to share?
Ultra Skeleton 17 Apr, 2018 @ 8:48am 
Hey, no rush! :) Mods are a hobby, not work. Psyched to hear that, though, all the same. And glad I could help out a bit!
Alias  [author] 17 Apr, 2018 @ 7:43am 
I actually have more wood in the works, but I haven't had the time latley (and probaly won't for a couple of weeks) to loop back around to finishing it.

Fantastic! That's really helpful, when I get time again I'll get some of those added. Thank you!
Ultra Skeleton 16 Apr, 2018 @ 4:40am 
Thanks so much for keeping this updated - any chance you'd take a look at more metal, and more wood..?

But yo, to help out -

Orange stones; kolfanite, christite, muirite (the latter not so much, but it could be a kind of glassy 'frosted orange..?') -

Yellow stones; uranopilite, becquerelite, yecoraite.
For future use, webmineral dot com's colour section is very helpful for this sorta thing. Again, thanks for keeping this updated!
GatlingSheep 24 Mar, 2018 @ 7:50pm 
ok i found it, its from the orassans mod
Alias  [author] 24 Mar, 2018 @ 6:43pm 
@GatlingSheep none of gay monster dad's rimworld mods have custom terain textuers or patches, so it was more than likely something in your neo concrtete mod (like they used c# to generate a floor for every def associated with stony, or patched to include a previous version of this mod). Can you link the mod in question?
GatlingSheep 24 Mar, 2018 @ 5:22pm 
Strange, it looks like the neo concrete tile but in different colors, the description of the tiles was also that of the neo concrete, so maybe it was just a bug of sorts? i have a screenshot of a colony i had before with the tiles stiled like a honey comb but i can't link it here
Alias  [author] 24 Mar, 2018 @ 4:39pm 
@GatlingSheep interseting, I'll have to keep that in mind when I get around to making architecht sense optional. There were never any honeycomb tiled floors (there's coblestone, but thats not reaally honeycombed), are you confusing aspects of my mod with that off another?
GatlingSheep 24 Mar, 2018 @ 6:41am 
i discovered that i didn't have architect sense installed, for some reason it didn't let me place the tiles on rough stone ground, i have now installed architect sense however the new stone floors are not honeycomb style, which i quite liked, so yeah, problem solved
Alias  [author] 23 Mar, 2018 @ 11:12am 
Hmm, that's wierd. I can take a look at it over the weekend
GatlingSheep 23 Mar, 2018 @ 7:28am 
i can't build floor tiles on rock terrain, it says that the floor there doesn't supoort it
Alias  [author] 28 Feb, 2018 @ 8:30am 
Beautification update: added art for exotic stones
Alias  [author] 21 Feb, 2018 @ 4:26pm 
@Seren, your very welcome!
Seren 20 Feb, 2018 @ 9:40pm 
Thank you very much for this update!
✬Rustic Fox✬ 19 Jan, 2018 @ 12:25pm 
im working on some mods with it but i know @Fuglypump's mod Bulk Stonecutting has some in action
Alias  [author] 19 Jan, 2018 @ 12:20pm 
@✬Rustic Fox✬ I figured it would be something like that (probably with a patch sequence to set), but I don't fully understand how to implement it, nor do I have a whole lot of time to muck with it (yay semester start/ homework). Is there an example you can recommend so I can see how everything needs to fit together?
✬Rustic Fox✬ 19 Jan, 2018 @ 8:47am 
Use ModCheck and xpathing to only enable the ArchitectSense defs when they have it installed.
Alias  [author] 26 Dec, 2017 @ 2:51pm 
No problem! Thanks for updateing your mod to support mine!
Fuglypump 26 Dec, 2017 @ 2:48pm 
oh okay, I normally use architect sense I just didn't think to add that during my brief testing. I only had what I thought was needed to minimize load times. Thanks for the quick response.
Alias  [author] 26 Dec, 2017 @ 2:46pm 
DesignationCategories.xml is the bit that tells Architect Sense how to group the floors together. The error it's throwing is jus Rimworld saying that it doesn't know what to do with the defs in the file. I havn't had the time or the desire to figure out how to make Architect Sense optional
Fuglypump 26 Dec, 2017 @ 2:39pm 
I noticed your mod was updated so I started making a patch for my bulk stonecutting mod to support your added stonetypes. During my testing I was getting an error so I loaded your mod by itself and was still getting the error: "Found no usable data when trying to get defs from file DesignationCategories.xml"

Both common and exotic stone types still seem to appear ingame though
Kerantli 26 Dec, 2017 @ 4:46am 
Tested with Cupos stones mod and works fine, had no errors on my end.
Sentient_Worm 25 Dec, 2017 @ 10:23am 
So how does this play with cupos stones mod