RimWorld

RimWorld

[K]Extra Stone
Počet komentářů: 387
Paterfamilias před 4 hodinami 
Wow, that was fast, thanks @Kuratheris!
Smiley Face Killer před 5 hodinami 
Ah hell yea 1.6, finally my maps won't be so boring again
Thank you Kuratheris
Derfel před 9 hodinami 
thank you <3
Kuratheris  [autor] před 9 hodinami 
The issue with Map Preview also seems to be fixed.
Kuratheris  [autor] před 9 hodinami 
UPDATE: Alpha Animals patch should be fixed.
Paterfamilias před 9 hodinami 
Thank you for the update!

Alpha Animals Patch appears to be having an issue with Crystalmits:

https://gist.github.com/HugsLibRecordKeeper/4db49c7fa065e87f2cab2fe5e15cf74e
Dark Luminary před 9 hodinami 
The new version throws some red errors on startup, seemingly in regards to the crystalmit from alpha animals.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/852103845/600784181506777604/
Kuratheris  [autor] před 10 hodinami 
UPDATED FOR 1.6
Thranos 14. čvc. v 13.38 
Yeah, 1.6 does NOT like the 1.5 version- checked just to be sure because I always run this, and you never know for sure if a mod still works unless you try.
Kuratheris  [autor] 13. čvc. v 16.01 
1.6 is coming, maybe within the next few days. Carny Senpai has to figure out what's needed to make the settings DLL work, I'm too stoopid to figure out much assembly stuff, lol.
Derfel 13. čvc. v 2.19 
Thanks for your work :)
Excited for the 1.6 update
Lyren 26. čvn. v 14.09 
Nah, I don't think it can be. The deep drills were acting as if the four stones on my map were now four different stones after the update. They were four I had enabled! But three of them were the brand new stones so definitely not what were there before. Could be update plus a mod incompatibility somewhere, but there weren't errors, the deep drills just acted as if they had entirely different stone patches beneath them. More noted it incase anyone else has the problem.
Kuratheris  [autor] 26. čvn. v 13.25 
::UPDATE::
---Re-added the stats picture.
Kuratheris  [autor] 26. čvn. v 12.30 
@Lyren,
---maybe check the mod settings and see if they're what you had before? That could mess with it maybe. Otherwise I'm pretty sure it's not a problem I can fix.
---I'll bring the stat sheet back after I spruce it up a bit.

@Something_Smith,
---It's all working on my end. Make sure you're using this version of the mod, and the Unofficial version of Extra Walls and Floors. Load order doesn't matter for them.
Something_Smith 26. čvn. v 12.03 
Thanks for the swift update!

The floors added by extra floors are still not showing additional stone types though. I have tried a dozen different formats. Extra stone above Extra floors, Extra Stone below Extra Floors, using Cupros Retexture, using both, reordering both, absolutely nothing is changing. Any tips to get these mods to work nicely together? Because at the moment they are acting as though nothing was updated.
Lyren 26. čvn. v 11.10 
Nix the question, I see that I can get them out of the Defs in the mod files.
Lyren 26. čvn. v 9.12 
With the update deep drills on spots seem to be showing different stones than the map was loaded with. I imagine a new save will fix this which I was going to start soon anyway, but just a heads up. Deep drills had a stone that was on the map before. Now they're rotating through 4 other stones when I move them around instead of the ones the map has - I imagine as if the map had generated with the new ones around for world gen these tile might have had those. Also with the image of the stats removed is there some other way to see the stone stats without having a map loaded with them?
Kuratheris  [autor] 26. čvn. v 2.19 
::UPDATE::
---Fixed and changed the patch for Extra Walls and Floors to the Unofficial 1.5 version.
Something_Smith 25. čvn. v 18.21 
Is compatibility with 'Extra Walls and Floors' still valid with the Unofficial 1.5 update? That is the version I am currently using and I do not see the stone types as options for the floors.

Is it recommended to have the floors mod above or below the stones mod? I currently have the floors above the stone and its working really well with the other floor/stone mods I have installed.
Kuratheris  [autor] 25. čvn. v 12.40 
UPDATE::
---Added SIX new stone types for pink, red, darker blue, purple, light green, and teal colors.
---Redid a lot of the stone stats to make them a little more accurate to their real-life hardness and density. For example Lignite is almost as weak and fast to build as Chalk now.
---Chalk and Lignite should now drop chunks slightly more often when mined; to help make up for their weakness.
---Made all stones have a market value from 6-8(vanilla stones all have 7).
---Removed the picture of stone stats. I think it's ultimately pointless to have.
Nattly 22. čvn. v 3.02 
@Kuratheris makes sense, i saw the gem mod and got worried about the bloat aswell (that and it dosnt seem to patch with MO so avoided it) tho the stones id recommend for pink colour are a few: rhodonite (abit darker but seems to be the most "constantly pink" rock i can find, thulite (seems to be perfect but its also kind of looks like a type of chalk) and finally strawberry quartz, (obviously a type of quartz but its abit darker than i had imagened but it could be a nice alternative to jaspalite.
Kuratheris  [autor] 21. čvn. v 22.41 
@Nattly, I haven't really wanted to add more since it might feel like too much, but maybe it's fine. Rose Quartz is already in my gem mod, but I can probably find another pink stone to use.
Nattly 21. čvn. v 8.17 
apologies if this is a bit much to ask, but would it be possible to add a rose quartz stone type? i only recently noticed the pink colour missing and think it would be very nice to have <3
Corvus 6. čvn. v 16.05 
Ah yep, I've got a big case of DBD and forgot to check it on its own, turns out it must be a conflict with one of my other mods, thank you!
Kuratheris  [autor] 5. čvn. v 23.57 
@Corvus, you'll have to figure out if that's a mod conflict or issue with your save.
Corvus 5. čvn. v 16.45 
Uhhh, okay new problem, none of my colonists seem to register that the stones are there so they just... walk through the unmined rock and through the undiscovered areas behind them. Help?
Kuratheris  [autor] 4. čvn. v 4.36 
@Corvus. Oh, I'm pretty sure it's incorporated into that mod now. I've removed that part of my description.
Corvus 3. čvn. v 18.05 
Can someone point me in the direction of the "Dropdown Menu Addon" referred to in the compatibility section? I can't find it on Expanded Floor's page but I'd really like to use both mods.
Kuratheris  [autor] 1. dub. v 22.20 
@Thranos, yes it seems they do get the textures from that mod.
Thranos 1. dub. v 19.25 
Out of curiosity, does anyone know if ReGrowth: ReTextures would cause the texture for these stone types to change to their style?
Kuratheris  [autor] 30. bře. v 15.40 
@Fairy, yeah I'd have to make a patch altering all my mod's stats when the mod is detected. No promises on that happening soon :steamsad:
Fairy 29. bře. v 4.13 
@Kuratheris if it's not specifically made to be 'compatible', then there isn't any - the mod only handles vanilla stones, it's just that GlitterStones made it so that their rock stats are unified if the mod is detected, and I wanted to know if this mod did the same. Totally understandable that it doesn't, would maybe be neat if it did, but no big deal.
Kuratheris  [autor] 28. bře. v 15.01 
@Fairy, I doubt it, you can test them together in a quick new map and see what happens.
Fairy 28. bře. v 3.47 
I found this mod through the GlitterStone mod, and I wanted to know, does this mod also turn off all stats if used together with the "All stones are the same" mod?
Kuratheris  [autor] 13. led. v 14.27 
@Crash2323, delete the config files for this mod inside C:\Users\"your PC name"\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Crash2323 10. led. v 17.56 
I would like to thank you so much for this mod, it is a must have for Rimworld. I just started up Rimworld 1.5 after stopping when 1.4 was being updated and updated your mod (along with all my others to 1.5) and I get these two errors. I use Rimpy as I always have and had successfully used your mod for 1.4 with the same other mods in my list. When I disable your mod, both errors go away. Could I have a conflict or is this a known issue?

Error 1: Could not find class KurasStones.Settings while resolving node ModSettings. Trying to use KurasStones.StonesModSettings instead. Full node: <ModSettings Class="KurasStones.Settings" />

Error 2: Adding duplicate Verse.WorldGenStepDef name: BiomesKitWorldGenStep

This is my Rimpy modlist for reference: https://pastebin.com/g7U86ga7

This is the hugslib log: https://gist.github.com/HugsLibRecordKeeper/9c2b8289b71a0731b36742a7a449c3b0
Phyro 31. pro. 2024 v 6.31 
Not even the Cummingtonite😩
Winterbloom [✚] 8. lis. 2024 v 22.08 
Heads up: second semi-incompatible mod for the same reason as Configurable Maps, is Map Designer. took me a bit to figure out what was changing my stone limit.
Dark Luminary 28. srp. 2024 v 13.39 
Hey, i get the same error as 🔰. Not using Rimnauts2 but am using Projekt Rimfactory Revived. Though ive been getting these errors for a while and never had any ingame problems.
🔰 9. čvn. 2024 v 12.21 
Its a new game but thats surprising then. it could also be rimfactory as i added both at the same time but i just assumed its rimnauts as it would have made more sense. if its also not rimfactory by itself then it must be some other combination of more of my mods then and id have to do a deep dive (or ignore the errors and see if something bad happens :D )
Kuratheris  [autor] 8. čvn. 2024 v 15.45 
@--> ™ <--, I'm not getting any errors when using only my mod and Rimnauts2 + Universum. Are you using a save from before May 18th? If you are then you should try the old version linked at the top of the description.
🔰 8. čvn. 2024 v 15.07 
Seems to be some kind of incompatibility with RimNauts2. at least its giving me errors for every stone and chunk of this mod like the following:

Could not resolve cross-reference to Verse.ThingDef named ChunkDunite (wanter=excludeOres)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
...
Frayo 4. čvn. 2024 v 10.14 
Incredible!:wftogrin:
Kuratheris  [autor] 4. čvn. 2024 v 10.12 
@Frayo, Cupro's Textures version updated!
Frayo 4. čvn. 2024 v 2.05 
This is amazing! Thank you for updating this. Are there plans to update the version with cupro's textures as well?
The Bard of Hearts 30. kvě. 2024 v 20.04 
+1 "you're doing a great job and the mod is amazing and necessary."
Kuratheris  [autor] 30. kvě. 2024 v 18.54 
@Argalexovejo, it's no problem, glad you got it working.
Argalexovejo 30. kvě. 2024 v 8.24 
Problem solved, thanks for your attention and sorry for any inconvenience caused. After adding and quitting mods and versions of both, the problem wasn't this mod or More Floors hahaha ^^'. It was the mod Perspective: Buildings that I got at the same days of the incompatibly of this pair. Sorry for the waste of time and have a good day, you're doing a great job and the mod is amazing and necessary.
Kuratheris  [autor] 30. kvě. 2024 v 2.23 
@Argalexovejo, try using the old version of this mod, and the old version of MoreFloors(link below). It'll say MoreFloors might be incompatible since it's the 1.3 version, but I just tried it in 1.5 and it seemed to be fine. Get back to me on whether or not that fixes it all for you.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543561093
Argalexovejo 30. kvě. 2024 v 0.38 
Update: New version don't crash anymore but the problem continues