RimWorld

RimWorld

MBS Faux Rock Wall
Bucketsmith  [developer] 25 Aug, 2021 @ 9:25am
Feature requests
If you want anything done, post it here so I can keep better track than in my comment section
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Showing 1-15 of 17 comments
nielsenc87 21 Feb, 2022 @ 7:38pm 
This may have already been said but could you perhaps add rough floors that can be smoothed too?
Bucketsmith  [developer] 22 Feb, 2022 @ 12:33am 
My dude, the mod description has a link to a mod that does exactly that;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2347891686
They work flawlessly together!
Enjoy!
Sephiroth 6 Mar, 2023 @ 3:19am 
Faux Rock Walls are unable to be painted. Is this intended? Painting is a feature of Rimworld 1.4.
Last edited by Sephiroth; 6 Mar, 2023 @ 3:21am
Bucketsmith  [developer] 6 Mar, 2023 @ 8:59am 
Originally posted by Sephiroth:
Faux Rock Walls are unable to be painted. Is this intended? Painting is a feature of Rimworld 1.4.
I haven't played in a long while, I didn't realize this is a new feature.
I'll do my best to figure out if I can add this. It shouldn't be much of a problem, but I'm not a pro modder so bear with me.
I'll see if I can find some time to check it out, shoot me another message in a week or so if I haven't updated by then.
Bucketsmith  [developer] 6 Mar, 2023 @ 11:48am 
Originally posted by Sephiroth:
Faux Rock Walls are unable to be painted. Is this intended? Painting is a feature of Rimworld 1.4.
Smoothed walls can now be painted!
If you've got Engraved Walls installed, engraved faux walls should also be paintable!
I made it so natural faux walls can't be painted, as vanilla game won't let you paint natural rock either. It's easy to make it paintable, if that is a requested thing. It won't let you paint natural rock, though. I find it kinda odd you can't paint natural rock. Why not? It would make sense.
Nico 2 Jan @ 2:56pm 
Regrowth Compatibility would be amazing, otherwise this mod is great!
Bucketsmith  [developer] 2 Jan @ 4:28pm 
Originally posted by NicoYosh:
Regrowth Compatibility would be amazing, otherwise this mod is great!
Hey, do you have any information on what Regrowth is and what exactly you want compatibility with?
Thank you.
Nico 3 Jan @ 2:57pm 
Originally posted by Bucketsmith:
Originally posted by NicoYosh:
Regrowth Compatibility would be amazing, otherwise this mod is great!
Hey, do you have any information on what Regrowth is and what exactly you want compatibility with?
Thank you.
Regrowth changes a lot about the game, to be more specific I want compatibility with Regrowth Retextures aka this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3205381921

I just want the faux walls to fit Regrowth Retexture's walls!
Bucketsmith  [developer] 3 Jan @ 3:38pm 
Alright, I'll have a look if I can make this work.
If it's only textures, it should be easy.
Nico 4 Jan @ 12:48pm 
You absolute legend!
Bucketsmith  [developer] 26 Mar @ 7:49am 
Originally posted by Tony Soprano Chan:
You absolute legend!
It's a bit more complicated than I anticipated, I don't know if I can make it work on my own.
Jiopaba 20 Jul @ 1:59pm 
Hey Bucketsmith! I've got a working toggleable ReGrowth patch for you! Throw this in the patches folder (I called it RegrowthPatch.xml) and it'll do, in order:
  1. Check if ReGrowth: Core is running
  2. Check if the Rock Wall texture has been changed from vanilla
  3. If so, change to use ReGrowth: Core's textures.
<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>ReGrowth: Core</li> </mods> <match Class="PatchOperationConditional"> <xpath>Defs/ThingDef[@Name="RockBase" and graphicData/texPath="Things/Building/Linked/Rock_Atlas"]</xpath> <nomatch Class="PatchOperationReplace"> <xpath>Defs/ThingDef[defName="FauxWall"]/graphicData/texPath</xpath> <value> <texPath>Things/Building/Linked/RG_Rock_Atlas</texPath> </value> </nomatch> </match> </Operation> </Patch>
The only quirk is that you'll also need to make this mod load after ReGrowth: Core, because otherwise it won't be able to detect the patch that changed the rock wall textures!

That will be an addition to the About.xml that looks like so:
<loadAfter> <li>regrowth.botr.core</li> </loadAfter>
Set up like so, this patch should work for people with and without ReGrowth, and with or without the rock texture override on.
Last edited by Jiopaba; 20 Jul @ 2:01pm
Jiopaba 20 Jul @ 2:04pm 
In terms of enhancements... it might be smarter to use a "match" instead of a "nomatch" for the Replace, and then match the RG_Rock_Atlas instead of the vanilla one. It's also probably possible to copy the patches into 1.5/Patches and 1.6/Patches and make it so that the 1.5 version depends on "ReGrowth: ReTexture" instead of Core, since the Rock Wall Atlas changes only recently came to Core.

This process should be basically identical for adding compatibility for any other mods that change the default rock atlas too, though I don't know of any.
Bucketsmith  [developer] 21 Jul @ 3:38pm 
My good man/madam/else, I am deeply thankful!
I will have to find the time to implement this.
I know it's not much work copying but I gotta sort some IRL priorities.

You say to replace the nomatch for match, but there's two in the code.
I see you made an edit, is the example code already altered with your suggested edit in your second comment?
Last edited by Bucketsmith; 21 Jul @ 3:38pm
Bucketsmith  [developer] 21 Jul @ 4:17pm 
Originally posted by Jiopaba:
It's also probably possible to copy the patches into 1.5/Patches and 1.6/Patches and make it so that the 1.5 version depends on "ReGrowth: ReTexture" instead of Core, since the Rock Wall Atlas changes only recently came to Core.
I thought about adding the versionnumber folders, but I'd have to backtrack and find older versions for the few things that have changed over time.
I guess my mod has become a bit crippled for older versions of the game than the latest.
I wasn't really actively around the game or the game's modding scene when that change to versionnumber folders came around.
So now I am not sure if I could get that working.
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