RimWorld

RimWorld

Mixed Stone Blocks
171 Comments
The Nerd Wonder  [author] 16 Jul @ 7:05pm 
Hrrm, I thought I averaged all the stone stats to get the Mixed Stone numbers, but it's possible they've changed since I did that math. I'll take a look at that again.
francoquesada 15 Jul @ 10:46am 
I LOVE this mod. However, I feel Mixed Stone should NOT be more beautiful than all other types of stone. It is stone that is cobbled together with whatever is on hand, not a carefully crafted work of art.

Currently Mixed Stone objects are 80% more beautiful than wood, and even 32% more beautiful than Marble. It also provides a flat offset of +3 beauty, making Mixed Stone walls 300% more beautiful than Marble walls.

I edited the def to suit myself. I recommend 80% beauty and a -1 offset.

Having said all that, THANK YOU for this mod! :steammocking:
Prometheus 8 Jul @ 4:23pm 
Here's my mod list: https://pastebin.com/UFPnBKc0

I'm on windows btw.
Prometheus 8 Jul @ 4:14pm 
@The Nerd Wonder Starting up the game gets me this error [pastebin.com]

Trying to actually run a game causes a crash.

I suspect it has to do with the Auto Doors bug reported last year, making some changes to the source code (see here [pastebin.com]) stopped the error from showing up (I suspect it's using the source for logging/debugging) however I have no idea how to compile a dll for Rimworld so I don't know if this actually fixes the runtime issues.
The Bard of Hearts 20 May @ 3:36am 
Along with making the game crash on occassion, the game also causes the draw-colors are several things, such as the minable ores to not actually draw at all, leaving most ores to look the same.
The Nerd Wonder  [author] 19 May @ 7:59am 
@Nevehanter That was my other thought, but don't have a handy Linux setup to test with. Will continue to poke on my end to see if I can get a proper stacktrace. In the middle of setting up a new machine so I have enough ram to load your save. :)
NeveHanter 19 May @ 4:15am 
@The Nerd Wonder, I have 64 GiB of RAM :P
I was also testing it more back then, and it still crashed from time to time even with the basic mod list with the harmony tweak enabled. The more I played with that issue, the more I think it may be Linux specific issue or something with Nvidia drivers, as my ArchLinux box is much less stable since some nvidia driver update.
JeBo80 15 May @ 4:53am 
Have https://steamproxy.net/sharedfiles/filedetails/?id=2571676542
but my pawns dont get XP when the craft mixed Stone Blocks
The Nerd Wonder  [author] 13 May @ 8:37pm 
@NeveHanter Good lord my dude, how do you load this save? :)
Still poking at this, it could just be something broken with one of the 1.4 mods in your mod list
The Nerd Wonder  [author] 5 May @ 4:48pm 
Hmmm, I'm unable to reproduce that error with the pared down mod list. Could be something with your specific save file. I'll poke at it and see what happens.
NeveHanter 5 May @ 3:07pm 
Sadly it still crashes with my full mod list even with Harmony stacktrace enhancing disabled.

Here's the mods config, Player.log and the save, hopefully this will be enough to reproduce: https://drive.google.com/file/d/1qKmPe-5bRxpgX6-cSrL4mfJODBJK4qcW/view?usp=sharing
NeveHanter 5 May @ 1:23pm 
I discovered that disabling Harmony's stacktrace enhancing (there's HarmonyMain.noStacktraceEnhancing tweak value in RimWorld dev mode) fixes the issue for me, but I'm not in the position to point whether its this mod or Harmony issue.
NeveHanter 5 May @ 1:17pm 
Mod crashes with up-to-date RimWorld 1.5.4085 rev548 with all DLCs and just Harmony 2.3.1.0 (without Harmony I'm not even getting game's main menu) when starting new game, running dev quickstart or loading my existing save as part of my mod list. Was working correctly (~5 days ago) before recent RimWorld update?

Here's my Player.log: https://pastebin.com/qMtgrpK7

Also, game works correctly even with my 865 mod list after removing this mod. I would love to get it working back as I have couple of things built with these blocks.

Cheers and thanks for the mod, its great!
Simbach Vazo 12 Apr @ 3:18pm 
This is a niche request, maybe, but is it possible to have an alternate version of the wall with a dark colored mortar rather than the white mortar?
The Nerd Wonder  [author] 11 Apr @ 7:27pm 
New release for Rimworld 1.5 is out! No special coloring for anything in Anomaly yet, but big rework to make mixed stone blocks work better with stony things added by other mods.

Will be looking at Anomaly thing support and VanillaTextures Extended support next
gabelstapler 1 Apr @ 12:24pm 
Also, good job on the texture
gabelstapler 1 Apr @ 12:14pm 
another entry into, why is this not in fucking vanilla
The Nerd Wonder  [author] 23 Mar @ 11:33pm 
I am working on updates to this mod. Expect a new version with Rimworld 1.5.
still hoping for an update to this mod. I really like the look of the stone.
Frayo 19 Jan @ 1:53am 
I love this mod a lot. Is it possible from a technical standpoint to turn this into a generic stuff to build other modded structures with it? I lack the technical knowledge to do this myself...
XxHyde840xX 8 Aug, 2023 @ 9:58am 
+1 for a fix, would love to check this one out!
The Bard of Hearts 6 Aug, 2023 @ 12:42am 
Any chance of the white out issue ever getting a fix with this mod?
Lady Vykeen 30 Jun, 2023 @ 10:35pm 
I've taken off VTE and still having the white texture issue. I've taken off this mod now and am reloading it to see if it fixes the problem, but I'm sure I was having this issue before I installed this mod. Either way if I find the cause I'll let you know. I'd much rather keep this mod if I can because it's gorgeous and I'm so glad I found it again <3
Steadhorn 2 Mar, 2023 @ 7:15pm 
I love these floors, is there any chance you'll make options like [WD] Expanded Floors?
The Bard of Hearts 4 Dec, 2022 @ 10:27pm 
We (my wife and I) don't have the mod "Vanilla Textures Expanded" and yet we still have the white-out problem and non-paintable problem.
The Nerd Wonder  [author] 27 Nov, 2022 @ 11:42am 
Okay, I can confirm that there is a compatibility issue with Vanilla Textures Expanded. Looks like that mod replaces the vanilla textures with larger ones and so the masks I created for the vanilla textures no longer work. this will not impact any of the mechanics of the game, it just stops the things that Vanilla Textures Expanded has new textures for from being painted correctly.
Ninifer 25 Nov, 2022 @ 4:35pm 
I'm also seeing the white texture behavior, along with errors that look like this:

Texture Urn has dimensions of 128 x 128, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

After extensive testing of my mod suite, it looks like it only happens when this mod, Vanilla Furniture Expanded and Seamless Embrasures are run at the same time.
The Nerd Wonder  [author] 15 Nov, 2022 @ 1:00am 
hmmm, I'm not seeing that behavior. Can you provide an example and/or your mod lists?

Thanks!
The Bard of Hearts 14 Nov, 2022 @ 6:43pm 
Same exact issue. Statues not made of mixed stone are all turning white. You can't even paint them anymore.
CORVOID 14 Nov, 2022 @ 6:23pm 
I am also getting the issue where different kinds of furniture, not made of mixed stone blocks, are turning white.
Prometheus 14 Nov, 2022 @ 10:28am 
I put up a discussion because it looks like the latest version may have introduced a breaking change, just highlighting it here as well for visibility.
Xules 2 Nov, 2022 @ 7:09am 
Seeing a issue where the color tinting of furniture (new feature of 1.4) is not working.
skycrossercat 15 May, 2022 @ 7:31am 
this actually looks super good, but I may need to drop it because the way it interfere sculpture shaders would make graphic mods like More sculpture fail to render stuffed color on their sculptures.
skycrossercat 15 May, 2022 @ 6:15am 
edit: placed ones do have colors
skycrossercat 15 May, 2022 @ 5:39am 
and the logs, related part starts around line 8523
https://gist.github.com/HugsLibRecordKeeper/d71a9fcfd20a64031a8e69180212812c
skycrossercat 15 May, 2022 @ 5:30am 
The mod makes minified urns fail to draw their texture,and the placed have no colors, maybe something is wrong about patching its shader type.
ohu1111 10 May, 2022 @ 2:09pm 
Just as an FYI to the author, this mod seem to break the burial ritual at sarcophagi. For some reason it removes the confirm button.
MorganOrgan 17 Feb, 2022 @ 10:44pm 
And by 'breaks' I don't mean anything critical, the floor just defaults to plain white/grey mask
https://zippyimage.com/image/QLDIl
MorganOrgan 17 Feb, 2022 @ 10:42pm 
Love the look of the mod, unfortunately it breaks for me when I use it alongside Stuffed Floors mod. I'll see if juggling load order around fixes it.
TJawn McJawnnell 12 Oct, 2021 @ 9:02am 
Love this mod. Mixed flagstone would look cool, so would mixed stone tiles from the recent vanilla furniture expanded architect mod. I'm curious, is there a reason mixed stone isn't available for all stone things across the board? Is it the custom graphics work you mentioned in the previous comments?
kotamine 11 Aug, 2021 @ 1:51pm 
would love support for embrasures in CE and for mixed stone crematoriums
InterplanetaryGoat 30 Jul, 2021 @ 2:57am 
Hey, really like this mod. I was just wondering if it will support structures added by other mods - specifically embrasures added by combat extended?
Gogmagog 20 Jun, 2021 @ 5:50am 
Absolutely love this, really makes the player base stick out and feel unique early game.
Zelaphor 2 May, 2021 @ 1:49pm 
A random colour would definitely be an interesting way to handle things. Give it the feeling of picking a random block from the pile rather than a proper mix of them. Do what you want of course, it's your mod, and you should make it what you want to be. I was just curious if it was a technical reason you hadn't made them applicable everywhere stone blocks are used, or if it's just that you prefer to do it manually so that you can make it look nicer. Thanks for humoring my curiosity!
The Nerd Wonder  [author] 1 May, 2021 @ 7:57pm 
I have (so far) been able to limit custom graphics to just the walls, columns, and doors. For everything else I'm taking advantage of the color masking system and tweaking some internal logic to extend it to where the game doesn't already support it yet. This means that besides those 3 above, I just have to create new color masks so they use multiple colors when they render.

I believe the 1.3.3 update should address most compatibility issues going forward. Technically, I could open up mixed block usage to everywhere that allows stone blocks, but they would render as a single random stone color for anything that I don't have custom masks for. I'd have to experiment with this a bit to see if it still looks good.
Zelaphor 1 May, 2021 @ 7:37pm 
This mod is excellent, really appreciate all the work you've done, and honestly think some form of mixed stone should exist in vanilla. Though, I am curious, is there any reason you don't use vanilla textures with a single colour as a fallback when there's no custom art made? Is it a limitation of how the game handles materials, like causing a duplicate item for anything you have custom art assets for? It seems like it would save you some hassle patching mods if you could.
The Nerd Wonder  [author] 1 May, 2021 @ 4:12pm 
@Unividual So, I've looked into the research requirement issue. This appears to be a vanilla behavior.

As long as you've unlocked the structure, if you can get your hands on a valid material, you can use that material in its construction. Stone walls are just walls (which aren't research locked) that happen to use stone blocks as their "stuff". All stone blocks are locked behind Stonecutting, but if you can get your hands on them, you can use them anyways.
The Nerd Wonder  [author] 1 May, 2021 @ 4:01pm 
Could have sworn I already fixed that. Regardless, I've confirmed that this mod no longer breaks mods that expect the vanilla paths.
Mr. J Soda 29 Apr, 2021 @ 1:13pm 
Not sure if someone has reported this already, but it would appear that the mod https://steamproxy.net/sharedfiles/filedetails/?id=1612316880 does not work with mixed stone blocks. Just ran only those two, and it kept giving me error messages saying that all sculptures on the map didn't have textures and no sculpture were visible. Removing one mod or the other fixed the problem.
jcewazhere 23 Apr, 2021 @ 10:22pm 
Thanks :)