RimWorld

RimWorld

GlitterStone
28 Comments
MercuryRiver 15 Jul @ 4:14am 
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.
ComradeKatya_ 22 Jun @ 11:23pm 
this mod plus the Greenworld mod make the game 600% more pretty. Thanks so much for the colours!
Harmonea  [author] 13 Jun @ 1:43pm 
@MathTutor No problem, glad it's sorted out - enjoy the colors :)
MathTutor 13 Jun @ 1:27pm 
@Harmonea Well this is embarrassing! I didn't even know it had a config... Interesting, seems Extra Stones disables everything but vanilla/itself from generating as the default. Good to know... Well, sorry about the confusion. Learn something new everyday!
Harmonea  [author] 12 Jun @ 1:45pm 
@MathTutor Pardon the "did you try turning it off and back on again" treatment here, but... did you check the Extra Stone config? ( screenshot [imgur.com])
MathTutor 12 Jun @ 12:04pm 
@Harmonea So I had the mods [K] Extra Stone (w/ Cupro's Textures) and Cupro's Stones. I loaded Glitterstone ahead of both and Extra Stone still overwrote it. I removed Cupro's Stones, and Extra Stone still dominated. After removing it, Glitterstone finally generated, so it definitely seems like out of the box there is incompatibility (not total, as ruins and meteorites will still pull from Glitterstone)

I didn't test it with just Cupro's Stones. On the bright side, can confirm compatibility with Kura's Extra Gems as they generate fine.
Harmonea  [author] 11 Jun @ 4:43pm 
@MathTutor Interesting. As much as I greatly respect [K]Extra Stone (obviously, from the description), I actually don't run the two together. Can I ask you try changing up your load order for these two mods to see if it changes anything? I suspect mine might need to load before Kura's.

(I'll also test for myself later, but any info you can give would help)
MathTutor 11 Jun @ 4:18pm 
Love this mod, however, I've noticed that it doesn't seem like the stones spawn in naturally. I'm only ever getting [K]Extra Stone to spawn in on the map. There are ruins and meteorites with it, but I've yet to see it on any maps. Either I'm just super unlucky, or it's possible Extra Stones is overwriting/the dominant stone type? Seems to be the most likely contender. Thought I'd let you know in case it's a fringe case.
321123 16 May @ 1:31pm 
based and rock pilled
Harmonea  [author] 14 Apr @ 10:42am 
@Waldrof As much as I'm a bit freer with ripping mods out mid-save than most modders (thanks, Mid-saver saver!)... I would super not recommend trying it with this one unless you also added it mid-save. If your world generated with these stones, almost every map tile you visit will be looking for terrain types it no longer understands, and I don't think even MSS can repair terrain to that extent.
Waldrof 14 Apr @ 9:11am 
How safe it is to remove midsave? 0 chances right?
Pebbled 8 Apr @ 11:48am 
Well done! This is perfect for my Appalachian themed mining colony, it needed some color to spice it up and I find painting walls to be a bit tedious. :balloonicorn:
Harmonea  [author] 3 Apr @ 8:57pm 
@Oharo Ha, I didn't think anyone would read those. Glad you enjoyed :)
Oharo 3 Apr @ 8:20pm 
I really liked the descriptions you wrote for these! They're really evocative. Plus, it makes the world a much more visually interesting place! Good job!
Sverd 26 Mar @ 7:53pm 
Based. Love how this makes the rimworld look much more alien without just devolving into bizzaro like ocular forests. Reminds me of caves of qud
Harmonea  [author] 26 Mar @ 12:20pm 
@Deklatis Either you didn't sort your mods, or your download of WD Expanded Floors might be broken. My mod is just looking for that mod's assets. You should sort and verify your files.
Deklatis 26 Mar @ 10:48am 
Getting a bunch of errors like these:

Config error in WDCheckTileAnkolite: missing texturePath
Config error in WDCheckTileAnkolite: Terrain Def WDCheckTileAnkolite has no fertility value set.
Rubus 22 Mar @ 10:26pm 
These names have neathbow energy.
hello_moto2901 21 Mar @ 2:15pm 
this is such a pretty mod