边缘世界 RimWorld

边缘世界 RimWorld

[SYR] Essentials: Stone
59 条留言
m33n 2024 年 6 月 11 日 下午 11:27 
Thanks
Ralathar44 2024 年 6 月 5 日 上午 1:12 
Excellent, ty for your hard work :).
Mlie 2024 年 5 月 29 日 下午 1:22 
thanatos 2024 年 5 月 9 日 下午 9:10 
hi 1.5 update? pls :)
davidguy207 2024 年 5 月 4 日 下午 6:22 
I heard the mod creator stopped modding, at least Rimworld modding from my understanding.
evirae 2024 年 5 月 1 日 上午 11:49 
+1 vote for interest in 1.5 :k8happy:
Farron 2024 年 4 月 4 日 上午 10:51 
1.5 update?
LoopKat 2023 年 4 月 6 日 下午 2:29 
Would it be possible to get this as a standalone texture mod at some point? I'm not really interested in the stat changes, but I love that jade texture
Falar 2023 年 1 月 23 日 下午 6:56 
(Cont).

For the work values, the mod is multiplies the baseline work amount of 2.5 by the "Work to build" factor, then adds the "Work to make" to get the total work. So Sandstone is (2.5 * 2.0) + 1 = 6 and Marble is (2.5 * 5) + 1.4 = ~14. I can't tell if the work differences were intended to be as dramatic as they are, or if there was a change in the game's baseline work value at some point.

Slate's beauty doesn't match the description, but double checking the XML confirms that Slate and Marble beauty are defined at 4 and 2. Giving slate a beauty 8 was probably kind of excessive anyway.
Falar 2023 年 1 月 23 日 下午 6:53 
DDBIII - I noticed the same thing and investigated. The primary cause seems to be that the base health of a wall changed from 350 (in mod summary) to 300 (in the game). Wall health values are calculated by multiplying the base health by a materials multiplier.

TLDR: Mod is mostly worked as described. Tested as of 2023-01-23.

Vanilla Stats:
Sandstone: 420 HP (1.4x), 14 work
Granite: 510 HP (1.7x), 16 work
Limestone: 465 HP (1.55x), 16 work
Slate: 390 HP (1.3x), 16 work
Marble: 360 HP (1.2x), 15 work, beauty 1

Mod Test Stats:
Sandstone: 360 HP (1.2x), 6 work
Granite: 540 HP (1.8x), 16 work
Limestone: 480 HP (1.6x), 11 work
Slate: 390 HP (1.3x), 9 work, beauty 4
Marble: 450 HP (1.5x), 14 work, beauty 2

As you can tell, these health multipliers do line up with the mod summary.
DDBIII 2022 年 6 月 19 日 下午 12:04 
Update, in fact none of my stones are showing updated health points. Anyone have an idea on the cause? I don't have any other mods altering stone, besides vanilla textures expanded, but that is just visual.
DDBIII 2022 年 6 月 19 日 上午 9:29 
I am having an issue with the walls, the health of the walls are not showing as reported in your chart. My granite walls are only at 540.
logos411 2021 年 12 月 28 日 下午 3:56 
Finally someone did justice to jade's aesthetic
Lyn the Cookie 2021 年 12 月 21 日 上午 4:33 
I just want to say I love this mod, it's truly one of my essentials!
Schadenfreude 2021 年 10 月 22 日 下午 5:32 
With the rebalancing of the stone types installing the game on a running save makes all existing stone walls "damaged" since their max HP ceiling has been raised.

In a big colony that can be quite the inconvenience, since constructors now will have to spend a huge amount of time going over all structures.

Also not pleasing to the eye for a while.
Syrchalis  [作者] 2021 年 10 月 6 日 上午 7:33 
Also if you're wondering: The renaming is because I am doing an entire series of essentials. They are mostly ready, but still on 1.2, so yeah... they got shafted pretty badly in progress by the new DLC.
LordXamon 2021 年 10 月 5 日 上午 10:42 
Oooh, nice. I missed the jade floors for my throne rooms.
♡ Pustalorc ♡ 2021 年 8 月 17 日 上午 5:16 
This mod works for 1.3 without the need of an update. If it breaks or anyone encounters big issues I might update and reupload it, but until then, you can enable this mod in your mod list and you should encounter no issues (with the mod on its own)
tuk0z 2021 年 8 月 5 日 上午 7:28 
I know for sure a mod is good for my plays when I miss it, as happens with SYR Stone Rebalance :~) Do vanilla stones' all-similar-work-and-beauty values seem boring and pointless to you too?
Thalia 2021 年 7 月 25 日 下午 3:07 
Any chance of a 1.3 update?
Big Ol' Bullseye 2021 年 7 月 5 日 上午 3:34 
Does jade floor count as fine now? It was mentioned as a possibility on April 3
BingoBungus 2021 年 5 月 19 日 上午 6:47 
I love this concept! It always felt a little gamey for marble to be the king of stones while the others were unused. Also nice job on the blue-gray shift, it looks much better!
[RTB] Sarianos 2021 年 4 月 3 日 下午 10:05 
That would actually make a great deal of sense, I can't really imagine a situation where jade flooring wouldn't be considered a symbol of high status.
Syrchalis  [作者] 2021 年 4 月 3 日 下午 9:01 
I could just make jade floor count as fine.
[RTB] Sarianos 2021 年 1 月 15 日 上午 1:34 
@Syrchalis Would it be possible to add 'fine' jade tile/brick floors to meet the royalty requirement?
Starshroom 2020 年 11 月 26 日 下午 1:51 
Hey, great mod, quick question: I'm really enjoying the awesome jade texture - would that be considered "fine flooring" for nobles? Thanks!!
Tox 2020 年 11 月 22 日 上午 5:58 
oh that jade brick texture is the best
Amoona 👻 2020 年 11 月 20 日 下午 8:37 
It's not entirely important, but does this mod affect the market value of the stones aswell? In vanilla there's a little more incentive to not have all your walls made of granite, since it's value is a bit higher. Either way, I appreciate this mod a lot!
Namsan 2020 年 9 月 23 日 上午 12:39 
I love this mod, especially slate and marble rebalancing.
craze 2020 年 8 月 30 日 下午 3:23 
@Syrchalis hey there, I've patched this mod to enable support for mod added floor types where granite is concerned(the changes to its color to be more blue instead of that vanilla pinkish color). It doesn't fix the two-tone tiled floor added by telkir's 'more floors' unfortunately, as those use textures to define their colors, so it would have to be patched on their side by supplying an extra texture and conditionally patching the asset path on the def. However all of the other mod added types of stone flooring from that mod now correctly match the vanilla ones in color with this change.

Anyway, all you need to do is update the xml selector for the granite flooring color patch from:
*/TerrainDef[defName = "TileGranite" or defName = "FlagstoneGranite"]/color
to instead be:
*/TerrainDef[defName[contains(text(), 'Granite')]]/color
and it works flawlessly. This change also patches the mods that add more types of bridges too, like granite blocks bridges etc.

I hope this helps.
Zeroslair 2020 年 6 月 30 日 下午 12:57 
@Thommo T Arsehole
Inflammable means flammable? What a country!
Syrchalis  [作者] 2020 年 6 月 22 日 上午 8:22 
Ah yes, my mistake.
Thommo T Arsehole 2020 年 6 月 22 日 上午 1:16 
"Sandstone is relatively weak and neutral in looks, but still inflammable and better than steel."

"Inflammable" means highly combustible. Did you mean "non-flammable" ? From the sentence, I'm really not sure what you mean.
MaroonToon 2020 年 6 月 2 日 下午 11:26 
Slate is so trash in vanilla. finally it's worth something. I don't know how I didn't find this mod before
Alchemyst 2020 年 5 月 12 日 上午 5:19 
Oh Thanks. It's working well now. Good job.
Syrchalis  [作者] 2020 年 5 月 12 日 上午 5:07 
Now I made a complex nested conditional patch, this should work in any situation.
Alchemyst 2020 年 5 月 12 日 上午 4:58 
Ok i will try but i have no conflict before.
Alchemyst 2020 年 5 月 12 日 上午 4:57 
Hi. after the update, i have some errors.

[[SYR] Stone Rebalance] Patch operation Verse.PatchOperationConditional(*/TerrainDef[defName = "FineTileSlate"]) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\1544076093\1.1\Patches\StoneRebalance_Patches.xml

[[SYR] Stone Rebalance] Patch operation Verse.PatchOperationConditional(*/TerrainDef[defName = "FineTileMarble"]) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\1544076093\1.1\Patches\StoneRebalance_Patches.xml
Syrchalis  [作者] 2020 年 5 月 12 日 上午 4:48 
Hm, sounds like a mod conflict. Try loading my mod before or after other mods that possibly change something about these tiles.
Syrchalis  [作者] 2020 年 5 月 11 日 上午 6:48 
No, I didnt change anything there. I can try making them conditional, lets see if that helps.
ubreitfeld 2020 年 5 月 11 日 上午 6:30 
Your patch is now for Royalty only? After your update an hour ago I have a wall of errors probably caused by the finetile changes.
Syrchalis  [作者] 2020 年 5 月 11 日 上午 5:37 
Nah I particularly changed that, because it would be way too good.
Alchemyst 2020 年 5 月 11 日 上午 5:36 
Hi. Like the stats in your mod.
I also use stuffed floors by Fluffy.
On my game i make road whith slate floor. Isn't it possible to use the +8 beauty offfset of slate for the floor too?
Thanks for your response.
Macca 2020 年 4 月 2 日 上午 5:13 
would you consider adding the "considered: fine" flooring tag to the jade floors to allow them to be used for throne rooms and royal bedrooms?

I've already done it privately but thought others might appreciate it
cheers.
Yrol Akiyama 2020 年 3 月 15 日 上午 6:24 
Hm, since beauty lies in the eye of the beholder,
it would be great if Beauty could be configured in the mod options.
Syrchalis  [作者] 2020 年 3 月 8 日 上午 10:57 
Updated to 1.1.
Thundercraft 2020 年 3 月 1 日 上午 11:52 
And like Drawer suggested, a Beauty of 8 seems a bit too high for Slate walls, especially since 8 seems to be the same as your edited Jade walls. So I went ahead and reduced it to 5 for my use.
Thundercraft 2020 年 3 月 1 日 上午 11:37 
Also, I think that a texture size of 1024x1024 is quite the waste for a RimWorld wall or stone texture. Something like 512x512 or even 256x256 should be plenty large enough without sacrificing in-game texture quality.
Thundercraft 2020 年 3 月 1 日 上午 11:34 
@ Syrchalis [author]
There is a Photoshop file named "JadeFloor.psd" left in the \textures\ folder. This inflates the size of this mod by at least 17 MB, which is by far the majority of this mod's size. Just saying...
Drawer 2019 年 6 月 8 日 上午 9:28 
Slate walls has 8 of beauty because of the offset... Is this intended? Isn't too much??