RimWorld

RimWorld

Expanded Materials - Stones and Mortars
The Old One 16 Jan, 2023 @ 2:42pm
VFE architect patch
A patch to allow VFE architect stone bridges to be built with your stone also if the VFEA addon is installed allows deep stone bridges. I didn't include "Ceramic" brick or concrete bridges.


<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationFindMod"> <success>Normal</success> <mods> <li>Vanilla Furniture Expanded - Architect</li> </mods> <match Class="PatchOperationSequence"> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs</xpath> <value> <TerrainDef ParentName="StoneBridgeBase"> <defName>VFEArch_BridgeBasalt</defName> <label>basalt bridge</label> <color>(65,62,67)</color> <uiIconPath>StoneBridge/StoneBridgeBasalt_MenuIcon</uiIconPath> <costList> <EM_BlocksBasalt>12</EM_BlocksBasalt> </costList> </TerrainDef> <TerrainDef ParentName="StoneBridgeBase"> <defName>VFEArch_BridgeShale</defName> <label>shale bridge</label> <color>(138,142,170)</color> <uiIconPath>StoneBridge/StoneBridgeShale_MenuIcon</uiIconPath> <costList> <EM_BlocksShale>12</EM_BlocksShale> </costList> </TerrainDef> <TerrainDef ParentName="StoneBridgeBase"> <defName>VFEArch_BridgeSiltstone</defName> <label>siltstone bridge</label> <color>(179,127,100)</color> <uiIconPath>StoneBridge/StoneBridgeSiltstone_MenuIcon</uiIconPath> <costList> <EM_BlocksSiltstone>12</EM_BlocksSiltstone> </costList> </TerrainDef> <TerrainDef ParentName="StoneBridgeBase"> <defName>VFEArch_BridgeSchist</defName> <label>schist bridge</label> <color>(224,228,222)</color> <uiIconPath>StoneBridge/StoneBridgeSchist_MenuIcon</uiIconPath> <costList> <EM_BlocksSchist>12</EM_BlocksSchist> </costList> </TerrainDef> </value> </li> <!--Add new deep bridge variants if the addon is installed--> <li Class="PatchOperationFindMod"> <mods> <li>VFEArchitect Addon and Patches</li> </mods> <match Class="PatchOperationSequence"> <operations> <!--Add deep water bridges--> <li Class="PatchOperationAdd"> <xpath>/Defs</xpath> <value> <!--Basalt--> <TerrainDef ParentName="StoneBridgeBase"> <defName>SBridgeDeepBasalt</defName> <label>deep water basalt bridge</label> <color>(65,62,67)</color> <uiIconPath>StoneBridge/StoneBridgeBasalt_MenuIcon</uiIconPath> <costList> <EM_BlocksBasalt>16</EM_BlocksBasalt> </costList> <terrainAffordanceNeeded>BridgeableDeep</terrainAffordanceNeeded> </TerrainDef> <!--Shale--> <TerrainDef ParentName="StoneBridgeBase"> <defName>SBridgeDeepShale</defName> <label>deep water shale bridge</label> <color>(138,142,170)</color> <uiIconPath>StoneBridge/StoneBridgeShale_MenuIcon</uiIconPath> <costList> <EM_BlocksShale>16</EM_BlocksShale> </costList> <terrainAffordanceNeeded>BridgeableDeep</terrainAffordanceNeeded> </TerrainDef> <!--Siltstone--> <TerrainDef ParentName="StoneBridgeBase"> <defName>SBridgeDeepSiltstone</defName> <label>deep water siltstone bridge</label> <color>(179,127,100)</color> <uiIconPath>StoneBridge/StoneBridgeSiltstone_MenuIcon</uiIconPath> <costList> <EM_BlocksSiltstone>16</EM_BlocksSiltstone> </costList> <terrainAffordanceNeeded>BridgeableDeep</terrainAffordanceNeeded> </TerrainDef> <!--Schist--> <TerrainDef ParentName="StoneBridgeBase"> <defName>SBridgeDeepSchist</defName> <label>deep water schist bridge</label> <color>(224,228,222)</color> <uiIconPath>StoneBridge/StoneBridgeSchist_MenuIcon</uiIconPath> <costList> <EM_BlocksSchist>16</EM_BlocksSchist> </costList> <terrainAffordanceNeeded>BridgeableDeep</terrainAffordanceNeeded> </TerrainDef> </value> </li> </operations> </match> </li> </operations> </match> </Operation> </Patch>
I made some quick icons in Paint dot net but am sure you can do much better or just point at the white base one
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Showing 1-4 of 4 comments
Would it be possible to also include the stones/clay for Vanilla Expanded art? I'd love to create clay pottery.
The Old One 21 Apr, 2023 @ 11:25am 
a quick Vanilla Expanded art patch
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Vanilla Furniture Expanded - Art</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Pottery"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_StatueSmall"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Carving"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_StatueLarge"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_StatueGrand"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Monument"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Relief"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Pillar"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Obelisk"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_Plinth"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef [defName = "VFE_DecorativePlantPot"]/stuffCategories</xpath> <value> <li>EM_Sculpture</li> </value> </li> </operations> </match> </Operation> </Patch>
Rana cascadae 2 May, 2023 @ 4:36pm 
Do you know how I could patch Porcelain to be used in a mod I have that adds in some recipes for Greek/Renaissance styled statues? I've tried using the patch written here for VFE Art and just changing the defName and mod name to the correct ones, but the recipes don't show it whenever I load the colony back up
Has this been integrated into the actual mod?
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