RimWorld

RimWorld

Oracle's Miscellania
91 Comments
Oracle of Thessia  [author] 12 Jul @ 5:15pm 
thanks! I didn't notice that one, I'll get that fixed in the next upload
M0rr1s0n 12 Jul @ 4:39pm 
Yep, after changing it for my setup, the patch isn't failing anymore
M0rr1s0n 12 Jul @ 4:28pm 
The palisman patches are failing because Vanilla Expanded Framework / Vanilla Persona Weapons changed the class from GraphicCustomization.CompProperties_GraphicCustomization to VEF.Graphics.CompProperties_GraphicCustomization.
I guess this is the proper explanation: https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes#graphics
Giggles 10 Jul @ 10:11pm 
Congrats on the 1.6 update!

Diagonals being a feature of Rebuild is going to be sick asf, can't wait.
Oracle of Thessia  [author] 10 Jul @ 4:47am 
Initial 1.6 update done!

For now the diagonals are still here, until we get them added to ReBuild with the new implementation.
A Startled Froggo 17 Jun @ 11:32pm 
Have to say, it's a damned shame I never found this mod before!
Some fantastic decorative additions in here! Amazing work!
Giggles 13 Jun @ 4:15pm 
Thanks for the update! Glad to hear about the diagonals, they're my fav :)
chrisque1 12 Jun @ 9:26am 
Great job!!!
Oracle of Thessia  [author] 12 Jun @ 6:49am 
1.6 support is waiting on VFE:Props to update as it is a requirement. There will be some removals with the 1.6 update, as some of my content has found new homes in other mods (for example the Mass Effect stuff is being moved to Neronix17's Rim-Effect Renegade Extended Cut).

The other big change will be the diagonals; I'm looking into what it will take to make them work nicer similar to the diagonals shown in the DLC screenshots, but I will have to wait until I get my hands on the DLC for that, I suspect, since I don't know how the diagonals in the DLC are done on the code side. Might end up needing custom code! But hopefully the end result will be a cleaner look and a more straightforward implementation. I'm also going to see if Helixien wants them for the 1.6 update for ReBuild, since diagonals are now vanilla and not a passing fancy of a madwoman (aka me).
Giggles 27 May @ 6:48am 
Your diagonals are already so much better than the Diagonal Walls 2 mod, keep up the good work man :)
Oracle of Thessia  [author] 27 May @ 1:13am 
@Giggles
That's on the agenda for a rework of the diagonals; I've been busy lately so no ETA on that though, sorry.
Giggles 26 May @ 10:14am 
Could we possibly get a thinner version of the diagonal metal wall? That way walls can be made like in the picture below without looking weird: https://i.imgur.com/wX0RCg7.png
lunaemoth 12 May @ 2:16pm 
hey! is there any way to stop the wall caps from covering up things like wall torches?
Emily 12 May @ 2:13am 
How have I never discovered this mod before? This has a permanent place in my modlists from now on
SounLee 16 Apr @ 8:55am 
somehow i can´t place or copy flags anymore. any other prop out of this mod works.
Oracle of Thessia  [author] 15 Apr @ 3:42pm 
@Harmonea Sure, that's fine with me
Harmonea 15 Apr @ 1:38pm 
I would like to add support for this mod's floors in my Glitterstone mod that adds new stone types, but your Art Deco textures aren't set up in a way that would allow my stone colors to come through. Could I get your permission to create textures based on yours and distribute them with my mod? There would be a loadfolder in place so that the floors wouldn't appear unless your mod is also present.
Oracle of Thessia  [author] 17 Mar @ 2:56am 
@黑曜石 There shouldn't be any negative performance; I'll move the relic into a loadfolder next time I update which will fix that error.
Oracle of Thessia  [author] 17 Mar @ 2:56am 
@Dr Jimothy; you're in luck, it actually does already have invisible walls/doors/fences! They're just only buildable in devmode I believe.

The void flooring is actually a floor, similar to deep ocean water it just has the tag <passability>Impassable</passability>, which stops anyone from walking on it!

I will say that the invisible stuff unfortunately won't work for your fogged room idea as neat as it sounds, since its invisible it means that the fog system doesn't count it as blocking vision.
Dr Jimothy 16 Mar @ 6:18pm 
I love this mod so much and just know it's never leaving the modlist.

Also, would you consider adding invisible walls, "embrasures" (0% cover lol) and doors?
I imagine void flooring is secretly a type of wall you can shoot through anyway, but like the idea of being able to have the floor between two spaces be visible, but canonically lower down and inaccessible, or canonically higher up and also inaccessible but this time you can't shoot through it, or for silly temperature purposes.
Invisible doors have a lot of potential with fogged rooms. Like, you could make an area that looks like you can walk in without opening doors, but is also fogged until you enter it, like an arena that only reveals the boss inside once you enter.
Elgate 14 Mar @ 4:27pm 
I randomly stumbled onto this mod and I think it's not going to leave my modlist from now on.
黑曜石 14 Mar @ 12:55pm 
@Oracle of Thessia Will it have a negative impact on my game performance? I just want to use Cliff.
Oracle of Thessia  [author] 14 Mar @ 12:43pm 
@黑曜石 the relic requires ideology, which is marked as a required DLC for the mod.
黑曜石 14 Mar @ 11:58am 
There are some red errors:
XML error: Could not find parent node named "RelicInertBase" for node "ThingDef". Full node: <ThingDef ParentName="RelicInertBase"><defName>oracle_RelicBlahaj</defName><label>blahaj</label><graphicData><texPath>Things/Item/Relic/Blahaj</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><color>(255,255,255)</color></graphicData><stuffCategories><li>Fabric</li></stuffCategories><costStuffCount>100</costStuffCount></ThingDef>
Taemaly 14 Mar @ 10:54am 
Thank you so much for the fix :)
Oracle of Thessia  [author] 14 Mar @ 7:20am 
- Fixed drawsize of oracle_CliffCurve90Right
- Fixed error on oracle_voidWall

I had no idea that there was a flag for that error.
<disableImpassableShotOverConfigError>true</disableImpassableShotOverConfigError>
Noldro 5 Mar @ 9:18am 
Hello! awesome mod, are the diagonal pieces not included anymore? I cant find them in game
Taemaly 18 Feb @ 3:35pm 
oh sorry, didnt read that far.
Oracle of Thessia  [author] 18 Feb @ 3:09am 
@Taemaly
See the last item in the FAQ section of the description.
AerosAtar 31 Jan @ 7:55am 
Relatively minor issue: The draw size for oracle_CliffCurve90Right needs to be changed to 3,3 to match the rest of the cliffs or you end up with gaps between the textures. :fhappy:

As an aside, some suggestions:
* Additional cliff texture - "cliff stairs" (with a lower pathing cost).
* Additional cliff type - "artificial cliff" (like the chasm, but as a cliff to allow, for example, an artificial water reservoir type structure).
* Additional textures (wood, stone/concrete) for chasms and the artificial cliff suggested above.
* Reiterating an earlier suggestion for the cliffs to be available for all stone types to allow for cliffs in stony areas and to be more consistent with stone types available on the map.
Oracle of Thessia  [author] 9 Jan @ 9:48am 
I'm glad you like them!
SkylineOdeum 9 Jan @ 9:43am 
Your wallcaps are amazing, especially for making the UN-Colony walls match with vanilla!
s4e1 "box cutter" 11 Dec, 2024 @ 6:38pm 
if you can't use cherry picker you probably can't navigate a mod config menu anyway
Oracle of Thessia  [author] 11 Dec, 2024 @ 6:32pm 
Nah. I don't consider it worth the effort. The option of cherry picker exists and if you don't want to use that, you can just scroll past the stuff from this you don't want, or just not use the mod at all. Or just make a local copy of the mod and delete the xml for the stuff you don't want to use, it's not difficult to learn how to do.

Of course, this is addressed in the FAQ soooooo... ¯\_(ツ)_/¯
Tactical Femboy 1 Dec, 2024 @ 8:28am 
How have I only found this mod from a google misclick when it's exactly what I've wanted for EVER
s4e1 "box cutter" 3 Nov, 2024 @ 10:51pm 
mega based
ferny 3 Nov, 2024 @ 1:52pm 
Finally made patches for this in Progression: Aesthetics, thank you for this mod Cassie prop fanatics like me love you
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3294950875
Oracle of Thessia  [author] 13 Oct, 2024 @ 5:03pm 
@GVLT No, but the normal ones are close enough to smoothed stone that if you build it out of the same material they'll be close enough that they should look okay
GVLT 13 Oct, 2024 @ 4:53pm 
Hi! Are those diagonal walls avaliable in natural polished stone?
Oracle of Thessia  [author] 1 Oct, 2024 @ 6:41pm 
Huh. That's bizarre. I'll see if I can replicate it so that I can fix it, I have no idea what would possibly be causing that O_o
Halicade 1 Oct, 2024 @ 6:37pm 
Hello! I get an error when trying to build the pride flags. They work if I put the game in god mode but not if I place it down as a regular blueprint. Here are the logs
https://gist.github.com/HugsLibRecordKeeper/be75586a2416d03c13a096146939ecb6
Tetrako 1 Oct, 2024 @ 8:13am 
Is it possible to add a function to let us rotate the cliff props? I sorta wanna make houses on (fake) hills but I can't make northern cliffs without rotating.
This_Guy 27 Sep, 2024 @ 10:01am 
Pretty Nice
Archilyte 18 Aug, 2024 @ 1:04pm 
hey! could you look into making the cliffs stuffable/paintable so that it can better match the existing rock types?
Rell 9 Aug, 2024 @ 7:00pm 
After further investigation, the error was in the <drawsize> of a couple of the cliff textures. I did fix my issue by adjusting them as necessary
Rell 6 Aug, 2024 @ 5:08am 
The texture for the 90 degree right turn cliff appears to be wrong. I have tried disabling everything but this mod and its requirements but the issue persists :c
Stormtail 30 Jul, 2024 @ 6:08pm 
Not entirely sure, just different versions of cobble/grass road I suppose. Been tinkering with it myself but Im not that great at floors lol.
Oracle of Thessia  [author] 29 Jul, 2024 @ 12:29pm 
@Stormie
Possibly, what kind of versions were you thinking?
Stormtail 29 Jul, 2024 @ 10:58am 
Was wondering if you could make more versions for the dirt/cobble combo path they look so kewl ;3