RimWorld

RimWorld

[SYR] Essentials: Stone
59 Comments
m33n 11 Jun, 2024 @ 11:27pm 
Thanks
Ralathar44 5 Jun, 2024 @ 1:12am 
Excellent, ty for your hard work :).
Mlie 29 May, 2024 @ 1:22pm 
thanatos 9 May, 2024 @ 9:10pm 
hi 1.5 update? pls :)
davidguy207 4 May, 2024 @ 6:22pm 
I heard the mod creator stopped modding, at least Rimworld modding from my understanding.
evirae 1 May, 2024 @ 11:49am 
+1 vote for interest in 1.5 :k8happy:
Farron 4 Apr, 2024 @ 10:51am 
1.5 update?
LoopKat 6 Apr, 2023 @ 2:29pm 
Would it be possible to get this as a standalone texture mod at some point? I'm not really interested in the stat changes, but I love that jade texture
Falar 23 Jan, 2023 @ 6:56pm 
(Cont).

For the work values, the mod is multiplies the baseline work amount of 2.5 by the "Work to build" factor, then adds the "Work to make" to get the total work. So Sandstone is (2.5 * 2.0) + 1 = 6 and Marble is (2.5 * 5) + 1.4 = ~14. I can't tell if the work differences were intended to be as dramatic as they are, or if there was a change in the game's baseline work value at some point.

Slate's beauty doesn't match the description, but double checking the XML confirms that Slate and Marble beauty are defined at 4 and 2. Giving slate a beauty 8 was probably kind of excessive anyway.
Falar 23 Jan, 2023 @ 6:53pm 
DDBIII - I noticed the same thing and investigated. The primary cause seems to be that the base health of a wall changed from 350 (in mod summary) to 300 (in the game). Wall health values are calculated by multiplying the base health by a materials multiplier.

TLDR: Mod is mostly worked as described. Tested as of 2023-01-23.

Vanilla Stats:
Sandstone: 420 HP (1.4x), 14 work
Granite: 510 HP (1.7x), 16 work
Limestone: 465 HP (1.55x), 16 work
Slate: 390 HP (1.3x), 16 work
Marble: 360 HP (1.2x), 15 work, beauty 1

Mod Test Stats:
Sandstone: 360 HP (1.2x), 6 work
Granite: 540 HP (1.8x), 16 work
Limestone: 480 HP (1.6x), 11 work
Slate: 390 HP (1.3x), 9 work, beauty 4
Marble: 450 HP (1.5x), 14 work, beauty 2

As you can tell, these health multipliers do line up with the mod summary.
DDBIII 19 Jun, 2022 @ 12:04pm 
Update, in fact none of my stones are showing updated health points. Anyone have an idea on the cause? I don't have any other mods altering stone, besides vanilla textures expanded, but that is just visual.
DDBIII 19 Jun, 2022 @ 9:29am 
I am having an issue with the walls, the health of the walls are not showing as reported in your chart. My granite walls are only at 540.
logos411 28 Dec, 2021 @ 3:56pm 
Finally someone did justice to jade's aesthetic
Lyn the Cookie 21 Dec, 2021 @ 4:33am 
I just want to say I love this mod, it's truly one of my essentials!
Schadenfreude 22 Oct, 2021 @ 5:32pm 
With the rebalancing of the stone types installing the game on a running save makes all existing stone walls "damaged" since their max HP ceiling has been raised.

In a big colony that can be quite the inconvenience, since constructors now will have to spend a huge amount of time going over all structures.

Also not pleasing to the eye for a while.
Syrchalis  [author] 6 Oct, 2021 @ 7:33am 
Also if you're wondering: The renaming is because I am doing an entire series of essentials. They are mostly ready, but still on 1.2, so yeah... they got shafted pretty badly in progress by the new DLC.
LordXamon 5 Oct, 2021 @ 10:42am 
Oooh, nice. I missed the jade floors for my throne rooms.
♡ Pustalorc ♡ 17 Aug, 2021 @ 5:16am 
This mod works for 1.3 without the need of an update. If it breaks or anyone encounters big issues I might update and reupload it, but until then, you can enable this mod in your mod list and you should encounter no issues (with the mod on its own)
tuk0z 5 Aug, 2021 @ 7:28am 
I know for sure a mod is good for my plays when I miss it, as happens with SYR Stone Rebalance :~) Do vanilla stones' all-similar-work-and-beauty values seem boring and pointless to you too?
Thalia 25 Jul, 2021 @ 3:07pm 
Any chance of a 1.3 update?
Big Ol' Bullseye 5 Jul, 2021 @ 3:34am 
Does jade floor count as fine now? It was mentioned as a possibility on April 3
BingoBungus 19 May, 2021 @ 6:47am 
I love this concept! It always felt a little gamey for marble to be the king of stones while the others were unused. Also nice job on the blue-gray shift, it looks much better!
[RTB] Sarianos 3 Apr, 2021 @ 10:05pm 
That would actually make a great deal of sense, I can't really imagine a situation where jade flooring wouldn't be considered a symbol of high status.
Syrchalis  [author] 3 Apr, 2021 @ 9:01pm 
I could just make jade floor count as fine.
[RTB] Sarianos 15 Jan, 2021 @ 1:34am 
@Syrchalis Would it be possible to add 'fine' jade tile/brick floors to meet the royalty requirement?
Starshroom 26 Nov, 2020 @ 1:51pm 
Hey, great mod, quick question: I'm really enjoying the awesome jade texture - would that be considered "fine flooring" for nobles? Thanks!!
Tox 22 Nov, 2020 @ 5:58am 
oh that jade brick texture is the best
Amoona 👻 20 Nov, 2020 @ 8:37pm 
It's not entirely important, but does this mod affect the market value of the stones aswell? In vanilla there's a little more incentive to not have all your walls made of granite, since it's value is a bit higher. Either way, I appreciate this mod a lot!
Namsan 23 Sep, 2020 @ 12:39am 
I love this mod, especially slate and marble rebalancing.
craze 30 Aug, 2020 @ 3:23pm 
@Syrchalis hey there, I've patched this mod to enable support for mod added floor types where granite is concerned(the changes to its color to be more blue instead of that vanilla pinkish color). It doesn't fix the two-tone tiled floor added by telkir's 'more floors' unfortunately, as those use textures to define their colors, so it would have to be patched on their side by supplying an extra texture and conditionally patching the asset path on the def. However all of the other mod added types of stone flooring from that mod now correctly match the vanilla ones in color with this change.

Anyway, all you need to do is update the xml selector for the granite flooring color patch from:
*/TerrainDef[defName = "TileGranite" or defName = "FlagstoneGranite"]/color
to instead be:
*/TerrainDef[defName[contains(text(), 'Granite')]]/color
and it works flawlessly. This change also patches the mods that add more types of bridges too, like granite blocks bridges etc.

I hope this helps.
Zeroslair 30 Jun, 2020 @ 12:57pm 
@Thommo T Arsehole
Inflammable means flammable? What a country!
Syrchalis  [author] 22 Jun, 2020 @ 8:22am 
Ah yes, my mistake.
Thommo T Arsehole 22 Jun, 2020 @ 1:16am 
"Sandstone is relatively weak and neutral in looks, but still inflammable and better than steel."

"Inflammable" means highly combustible. Did you mean "non-flammable" ? From the sentence, I'm really not sure what you mean.
MaroonToon 2 Jun, 2020 @ 11:26pm 
Slate is so trash in vanilla. finally it's worth something. I don't know how I didn't find this mod before
Alchemyst 12 May, 2020 @ 5:19am 
Oh Thanks. It's working well now. Good job.
Syrchalis  [author] 12 May, 2020 @ 5:07am 
Now I made a complex nested conditional patch, this should work in any situation.
Alchemyst 12 May, 2020 @ 4:58am 
Ok i will try but i have no conflict before.
Alchemyst 12 May, 2020 @ 4:57am 
Hi. after the update, i have some errors.

[[SYR] Stone Rebalance] Patch operation Verse.PatchOperationConditional(*/TerrainDef[defName = "FineTileSlate"]) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\1544076093\1.1\Patches\StoneRebalance_Patches.xml

[[SYR] Stone Rebalance] Patch operation Verse.PatchOperationConditional(*/TerrainDef[defName = "FineTileMarble"]) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\1544076093\1.1\Patches\StoneRebalance_Patches.xml
Syrchalis  [author] 12 May, 2020 @ 4:48am 
Hm, sounds like a mod conflict. Try loading my mod before or after other mods that possibly change something about these tiles.
Syrchalis  [author] 11 May, 2020 @ 6:48am 
No, I didnt change anything there. I can try making them conditional, lets see if that helps.
ubreitfeld 11 May, 2020 @ 6:30am 
Your patch is now for Royalty only? After your update an hour ago I have a wall of errors probably caused by the finetile changes.
Syrchalis  [author] 11 May, 2020 @ 5:37am 
Nah I particularly changed that, because it would be way too good.
Alchemyst 11 May, 2020 @ 5:36am 
Hi. Like the stats in your mod.
I also use stuffed floors by Fluffy.
On my game i make road whith slate floor. Isn't it possible to use the +8 beauty offfset of slate for the floor too?
Thanks for your response.
Macca 2 Apr, 2020 @ 5:13am 
would you consider adding the "considered: fine" flooring tag to the jade floors to allow them to be used for throne rooms and royal bedrooms?

I've already done it privately but thought others might appreciate it
cheers.
Yrol Akiyama 15 Mar, 2020 @ 6:24am 
Hm, since beauty lies in the eye of the beholder,
it would be great if Beauty could be configured in the mod options.
Syrchalis  [author] 8 Mar, 2020 @ 10:57am 
Updated to 1.1.
Thundercraft 1 Mar, 2020 @ 11:52am 
And like Drawer suggested, a Beauty of 8 seems a bit too high for Slate walls, especially since 8 seems to be the same as your edited Jade walls. So I went ahead and reduced it to 5 for my use.
Thundercraft 1 Mar, 2020 @ 11:37am 
Also, I think that a texture size of 1024x1024 is quite the waste for a RimWorld wall or stone texture. Something like 512x512 or even 256x256 should be plenty large enough without sacrificing in-game texture quality.
Thundercraft 1 Mar, 2020 @ 11:34am 
@ Syrchalis [author]
There is a Photoshop file named "JadeFloor.psd" left in the \textures\ folder. This inflates the size of this mod by at least 17 MB, which is by far the majority of this mod's size. Just saying...
Drawer 8 Jun, 2019 @ 9:28am 
Slate walls has 8 of beauty because of the offset... Is this intended? Isn't too much??