RimWorld

RimWorld

374 ratings
Expanded Materials - Stones and Mortars
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
8.019 MB
5 Sep, 2022 @ 6:47pm
19 Dec, 2022 @ 1:28pm
6 Change Notes ( view )

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Expanded Materials - Stones and Mortars

In 2 collections by Argón
Argón's Mods [Outdated/Deprecated]
24 items
Expanded Materials Collection
10 items
Description




[09/25/2022]: v1.0.1
-See change notes.



So this is the third mod of the bloaty-patchy mod series Expanded Materials. This time I present you something I have been willing to add since the very beginning, but only now I managed to develop in such a way that I feel comfortable with the final result. Usually I developed Expanded Materials mods (Metals and Plastics) in a not very mod-friendly way, in fact, I have made big design mistakes in the latter one, and so I wish to rework it. There is also a rework planned for metals, but that one will be more lightweight, and I will aim it to merge the lite version into the full one so I cleanse the clutter.

But I'll save the details for a separate post elsewhere, for now, I bring you this mod which, as its name suggests, adds new stone types and mortar materials to your game.





















I have had some testing done as well as playing myself with the mod for a while. I haven't found any issues so far, but don't hesitate to report any bug or issue you happen to find. Also, I'm open to all kinds of suggestions. Leave a comment below!



Q: Save game compatible?
A: It should, but the new stone types won't be present in your world.

Q: Where do I get cement/clay?
A: At the stonecutter table.

Q: Do you plan to add compatibility for X mod?
A: As long as I can and I use the mod enough to know it and have a notion of how could I patch it, yes.

Q: This mod is not realistic.
A: Well... I made it to fit a better gameplay, if it were by realism I'd probably have to make you analyze the PH of the ground.

Q: How does concrete interacts with its EM - Metals counterpart?
A: The recipe in Metals is patched to require sand and cement from this mod. It's an extra step but makes it way cheaper.

Q: Can I suggest a feature?
A: Absolutely! Leave me a comment or join my Discord server! (Link below)



Graphics and xml created by me, Argón (León) a creative mastermind in need for some peanuts o.O

Rimworld is owned by Tynan Sylvester.

The soil is owned by our mother nature.



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]

Vanilla Expanded Collection - By Oskar Potocki & more






Popular Discussions View All (5)
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24 Oct, 2023 @ 4:41pm
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581 Comments
Argón  [author] 10 Jul @ 12:03pm 
You can always ask for help in my Discord server :lunar2019coolpig:
Renay Edor 10 Jul @ 10:26am 
definitely on my 1.6 list if it's really going to be updated for it, I really love mods that add intermediates and new resources, especially such colorful ones :D

I might just have to learn how to bash XML's together to make "Compatibility" between mods XD
Latex Santa 30 Jun @ 5:19am 
@Argón
It's perfectly acceptable, since 1.6 is just around the corner.
I'll be waiting for a bit, personally, so that the mods I want hit 1.6 before I start playing again, anyway.
Can't imagine playing without Replace Stuff, Simple Sidearms, Run and Gun, RimHUD, Allow Tool, and so on.
Argón  [author] 29 Jun @ 11:59pm 
I'm sorry for that. This mod came out rushed and bugged with 1.5, and the remake took me some time to design. Since the new changes in VE Framework for 1.6, I think the rework will come out for 1.6 and likely won't be 1.5 compatible.
Luke Vale 29 Jun @ 10:24pm 
I wont' lie, that I'm a little sad this wasn't updated to 1.5 before the 1.6 drop. I would've windmill slammed this into my modlist if it was. (Given I'm likely going to be stuck on 1.5 while I wait for a few key mods to get updated/picked up and adopted)
Martennn 20 Jun @ 1:34am 
any idea why the digging spot is bugged? i have loaded only harmony and vanilla expanded framework. the colonists will just stand at the spot, switching between "standing" "digging". They will never produce anything. When i move them away from the spot and prioritize it, they will stand still and not even move towards the spot anymore.
Argón  [author] 17 Jun @ 8:31pm 
The update is in progress, and so far, 1.6 hasn't broke anything relating to the code of my framework or mods. It's just now a bit delayed until VE updates their framework so I can update my mods and release new ones. I need to finish maybe one or two code features of this mod before I release its definitive edition. I just have been really in a convoluted state for the last two months, working on many different things among commissions and book work.
Konschmuzius 17 Jun @ 9:38am 
What do you do because 1.6?
lol 31 May @ 10:42pm 
Woods suggestion: 'Expanded Woodworking' is alright yet some stuff could be deeper. Like different lumber could affect bow qualities (including CE)
Argón  [author] 31 May @ 3:40pm 
I will rework woods when the time come. It'll be simple but I hope entertaining.