RimWorld

RimWorld

Better Mountains
32 Comments
Enrico  [author] 7 Aug @ 4:44pm 
I don't think I've ever seen that done before, prolly for good reason. Might be tuff.
MercuryDoll 7 Aug @ 9:19am 
Contemplating. I was just toying around to see what the mod is capable of. ideally it would allow some sort of connected texture system that allows sprites larger than the cell it occupies (eg. walls that are visually two tiles tall), but i'm not sure if thats reasonably doable.
Enrico  [author] 7 Aug @ 9:02am 
Currently not. Would you like vanilla atlas retextures?
MercuryDoll 7 Aug @ 8:46am 
Are connected atlas textures (like the vanilla walls) supported? Wonder if i have to define them or put a specific affix/suffix to the texture names
[ELL] 5 Aug @ 2:23pm 
You were right.

We are good now on my end. Thanks, I just fundamentally didn't understand your mod. User error on my part.
Enrico  [author] 5 Aug @ 1:47pm 
On my end, the glitterstone colors are colored correctly. Can you please try to apply the Vanilla color template, to reset them back to default?
[ELL] 5 Aug @ 10:43am 
peekiepeeks#7539 5 Aug @ 9:44am 
mod
Enrico  [author] 5 Aug @ 8:34am 
What are glitterstone rocks?
[ELL] 5 Aug @ 2:55am 
I'm dumb: When I use this, my glitterstone rocks are all white. I'm guessing I have to input their colors manually in the settings? Is there an easier way to do this or am I missing something.
Enrico  [author] 4 Aug @ 11:50am 
Yes, can add and remove whenever
ChoniclerVI 4 Aug @ 11:04am 
Is this one safe to add mid-save?
OrAZion 4 Aug @ 4:09am 
Thanks, I have now solved the mining problem using the module Ore Overlay.
OrAZion 3 Aug @ 11:05pm 
Thank you very much, I really like the combination of these modules, whiich makes the whole world look alive.
Enrico  [author] 3 Aug @ 8:21pm 
@OrAZion

The mining tool still operates on a grid, and creates grid-like squares, so I recommend to focus on those squares? If that doesn't help, during the planning phase you can also go back to default textures for a bit.
OMGSplat 3 Aug @ 8:17pm 
Random note. If you have a hard time spotting the minerals, you can change the art of each to be the gem image instead of the default mineral image. (Or even the original art.)

(I used Colorblind Minerals before this one and find the default mineral art in this mod a little hard to see at times. Thank you for the ability to pick different options for those of us with bad eyesight.)
OrAZion 3 Aug @ 8:11pm 
Without the grid, I would be unable to think clearly when planning a colony.
Enrico  [author] 3 Aug @ 7:45pm 
Okay I understand what you mean now, but I'm not sure how that will be of any help? The rock textures by tanyfilina generally fill the squares pretty well I'd say?
OrAZion 3 Aug @ 7:37pm 
After clicking the small icon in the lower right corner, a semi-transparent layer will appear to represent the mountains.
Enrico  [author] 3 Aug @ 8:23am 
Marker layer?
OrAZion 3 Aug @ 5:30am 
The mountains are beautiful, but mining is inconvenient, and it would be nice if a marker layer could be provided to clearly identify the mountains.
Enrico  [author] 2 Aug @ 11:50am 
Update 2 Aug 2025:
- Fixed harmless warning again
Cal 2 Aug @ 8:48am 
Fwiw, Looks like B, F and G have different dimensions.

Texture TanyfilinaCrystalB has dimensions of 140 x 140, but its mask has 256 x 256. This is not supported, texture will be excluded from atlas
Enrico  [author] 2 Aug @ 7:48am 
Update 2 Aug 2025:
- Fixed harmless warning regarding TanyfilinaCrystalA mask resolution mismatch.
Enrico  [author] 2 Aug @ 7:31am 
@Chrisme, so I checked MO compatibility, and everything works as expected. If you put the global scalar on 2x, then it will, indeed, make those giant MO trees twice as big. Nothing about this is unexpected or bugged, it's up to the user to choose sensible settings. 😅
Cal 2 Aug @ 6:47am 
FYI, seeing warnings for:

Texture TanyfilinaCrystalA has dimensions of 256 x 256, but its mask has 100 x 100. This is not supported, texture will be excluded from atlas

For A, C, D, E, F, G.
Chrisme 2 Aug @ 5:57am 
Alright, I'll try that. I thought I had changed the texture settings to default for a quick test but I guess I may have mixed something up by taking a look at the wrong stone type. Thanks for the feedback.
Thrillhouse 2 Aug @ 4:43am 
@Chrisme You can just choose to use texture:default if you have my mod installed and it will work fine, does for me, until I make a template
Enrico  [author] 2 Aug @ 3:42am 
Upscaled mountain retexture will need to make a new texture pack to work with Better Mountains. The template mod can be found in the description.

Better Trees not detecting trees added by MO, is a MO problem, though I can do some work on my end to patch it.
Chrisme 2 Aug @ 3:11am 
This pretty cool but it unfortunately doesn't appear to give you the choice to select the upscaled "Mountains Retexture" textures (from a support mod with a similar name... something like Mountains Retexture Upscaled).

Similarily, Better trees does not appear to consider the trees added by Medieval Overhaul (ancient forest biome from that mod). This makes these already huge trees appear far too large which can currently only be fixed by moving the general size slider back down to 100 %.
Enrico  [author] 1 Aug @ 10:07am 
:steamhappy:
Shujian 1 Aug @ 10:04am 
I think I need to build a mountain base now!