RimWorld

RimWorld

[K]Extra Stone
395 Comments
Thanks so much for your work btw
Kayawolf Aug 3 @ 12:57pm 
Hi! im sorry to bother again, but would it still be possible to have the names of each stones added to the first picture? it would be easier to see what stone is what that way, specially while making a new world!
Kuratheris  [author] Aug 2 @ 3:34pm 
Oh yeah I should take the textures out. I had them there when experimenting with a patch for this mod that would make the textures appear when used with Cupro's Stones, but decided not to have it since some people might not use the textures turned on in Cupro's Stones.
@Kuratheris No worries. I actually never had the cupro version, i looked through the folder but i guess both versions carry a stone retexture? It was called Volkonskoite and looked similar to cupro, but i only noticed it because mountain texture mod is missing a patch, so sorry about that.
Kuratheris  [author] Aug 1 @ 12:44pm 
@DuckGoosebear PrairieDogLover, I don't think there's any way that could happen. What stone is it? And make sure you don't have the Cupro version activated by accident.
DuckGoosebear PrairieDogLover Jul 31 @ 10:19pm 
this version is supposed to use vanilla stone textures? but I am still seeing the cupro textures while using this
Kuratheris  [author] Jul 25 @ 10:20am 
UPDATE: Obsidian has been renamed to Schorl, one of the closest-looking minerals I could find in terms of color.
doctordynamo Jul 24 @ 8:43pm 
Obsidian may need to be removed or perhaps renamed, at least when Odyssey is loaded. There's two different kinds of obsidian in the game now.
Paterfamilias Jul 18 @ 4:57pm 
Wow, that was fast, thanks @Kuratheris!
Smiley Face Killer Jul 18 @ 4:45pm 
Ah hell yea 1.6, finally my maps won't be so boring again
Thank you Kuratheris
Derfel Jul 18 @ 12:54pm 
thank you <3
Kuratheris  [author] Jul 18 @ 12:50pm 
The issue with Map Preview also seems to be fixed.
Kuratheris  [author] Jul 18 @ 12:34pm 
UPDATE: Alpha Animals patch should be fixed.
Paterfamilias Jul 18 @ 12:07pm 
Thank you for the update!

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

https://gist.github.com/HugsLibRecordKeeper/4db49c7fa065e87f2cab2fe5e15cf74e
Dark Luminary Jul 18 @ 12:06pm 
The new version throws some red errors on startup, seemingly in regards to the crystalmit from alpha animals.

https://steamcommunity.com/workshop/filedetails/discussion/852103845/600784181506777604/
Kuratheris  [author] Jul 18 @ 11:38am 
UPDATED FOR 1.6
Thranos Jul 14 @ 1:38pm 
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  [author] Jul 13 @ 4:01pm 
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 Jul 13 @ 2:19am 
Thanks for your work :)
Excited for the 1.6 update
Lyren Jun 26 @ 2:09pm 
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  [author] Jun 26 @ 1:25pm 
::UPDATE::
---Re-added the stats picture.
Kuratheris  [author] Jun 26 @ 12:30pm 
@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 Jun 26 @ 12:03pm 
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 Jun 26 @ 11:10am 
Nix the question, I see that I can get them out of the Defs in the mod files.
Lyren Jun 26 @ 9:12am 
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  [author] Jun 26 @ 2:19am 
::UPDATE::
---Fixed and changed the patch for Extra Walls and Floors to the Unofficial 1.5 version.
Something_Smith Jun 25 @ 6:21pm 
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  [author] Jun 25 @ 12:40pm 
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 Jun 22 @ 3:02am 
@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  [author] Jun 21 @ 10:41pm 
@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 Jun 21 @ 8:17am 
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 Jun 6 @ 4:05pm 
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  [author] Jun 5 @ 11:57pm 
@Corvus, you'll have to figure out if that's a mod conflict or issue with your save.
Corvus Jun 5 @ 4:45pm 
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  [author] Jun 4 @ 4:36am 
@Corvus. Oh, I'm pretty sure it's incorporated into that mod now. I've removed that part of my description.
Corvus Jun 3 @ 6:05pm 
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  [author] Apr 1 @ 10:20pm 
@Thranos, yes it seems they do get the textures from that mod.
Thranos Apr 1 @ 7:25pm 
Out of curiosity, does anyone know if ReGrowth: ReTextures would cause the texture for these stone types to change to their style?
Kuratheris  [author] Mar 30 @ 3:40pm 
@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 Mar 29 @ 4:13am 
@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  [author] Mar 28 @ 3:01pm 
@Fairy, I doubt it, you can test them together in a quick new map and see what happens.
Fairy Mar 28 @ 3:47am 
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  [author] Jan 13 @ 2:27pm 
@Crash2323, delete the config files for this mod inside C:\Users\"your PC name"\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Crash2323 Jan 10 @ 5:56pm 
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 Dec 31, 2024 @ 6:31am 
Not even the Cummingtonite😩
Winterbloom [✚] Nov 8, 2024 @ 10:08pm 
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 Aug 28, 2024 @ 1:39pm 
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.
🔰 Jun 9, 2024 @ 12:21pm 
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  [author] Jun 8, 2024 @ 3:45pm 
@--> ™ <--, 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.
🔰 Jun 8, 2024 @ 3:07pm 
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)
...