RimWorld
[RF] Etched Stone Walls (Continued)
49 comentarios
MrGrim 9 SEP a las 20:20 
The mod does deliberately disable that behavior in favor of allowing access to the corners for the work instead. However, the port to 1.6 seems to have accidentally broken the later part by reverting a recent update back to an obsolete method (Verse.AI.TouchPathEndModeUtility.IsCornerTouchAllowed). No vanilla code calls this anymore.
Sycis 7 SEP a las 13:12 
I've noticed the same behavior mentioned by aws as well. Loaded a new save using only this mod and found it no longer allows corner walls to automatically smooth out when the surrounding 4 on the cardinal directions are smoothed. It does prompt that there is no path available to access the corner walls.
aws 17 AGO a las 11:51 
this mod cause the vanilla behavior that make corner natural stone wall to become a smoothed stone wall when all the other side has been smoothed to stop working.

I've tried it in a new save file with only using this mod, create new map, find a stone wall that have a corner, smooth all the adjacent wall that is connected to the corner, and the corner still marked to be smoothed instead of turning into a smoothed wall itself, this become a problem because the pawn can't smooth the corner, if you try force it, the game won't let you and say that there's no path
Greypz 30 JUN 2024 a las 21:58 
If you're using Re:Build, the textures for this mod's etched stone walls will not match the textures for default stone walls. To fix this, just copy the texture file Wall_Atlas_Bricks from steamapps/workshop/content/294100/3262718980/Textures/Things/Building/Linked/Wall to steampapps/workshop/content/294100/2015371021/Textures/Walls and rename it to Wall_Atlas_Basic (replacing the original Wall_Atlas_Basic file). This won't fix the decorated etched walls though.
The Seb 6 MAY 2024 a las 14:36 
You are a hero
Mlie  [autor] 20 NOV 2023 a las 22:12 
@Mowser No, this is just for unbuilt walls
Mowser 20 NOV 2023 a las 17:56 
this might seem like a stupid question but is there a way to make pawns able to etch built walls?? im looking for a mod that makes my artistic pawn more useful and gives them more to do around the colony rather than being sat at the art bench eating all my marble blocks, thanks!
Victor 26 AGO 2023 a las 8:49 
How about smoothing stone walls to look like smooth rock? Also allowing artist to make them beautiful, so that way, you can have a built wall with a beauty stat bonus, what do you think?
Mlie  [autor] 25 JUN 2023 a las 9:45 
Hash errors should be fixed now, thanks to Ankali for the detailed report!
Mlie  [autor] 22 FEB 2023 a las 23:03 
Please follow the steps under ”Reporting Issues”
Depresso-dono 22 FEB 2023 a las 20:29 
Have the same errors as LionelCG as well but with a larger mod list. As soon as this was removed the has errors went away.
_♣Caligula♣_ 28 ENE 2023 a las 1:33 
Have the same errors as LionelCG on a new started 1.4 colony.
Did it affected the game negatively, ie saves breaking/walls disapearing etc?
Kyrox 23 NOV 2022 a las 10:47 
Changing the mod load order to reflect Wall Light sitting below Etched Stone walls did not remove the hash 0 errors for me.
Tauschung 21 NOV 2022 a las 7:27 
Solved it. This mod just has to be above Wall Light in the load order and it works fine.
Mlie  [autor] 21 NOV 2022 a las 5:57 
@Tauschung Perhaps report this to that mod-author as there are no specific patches in this mod
Tauschung 21 NOV 2022 a las 5:54 
The walls in this mod are no longer recognized as walls by Wall Lights https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1423699208 . I didn't have this issue before so something changed. Previous lights are still in place, but attempting to place a new light gives a "must be placed over a wall" error.
Droll 16 NOV 2022 a las 15:02 
Yeah it's the variants of wall art that seem to have hashed to the same value. I've got the same problem. With very similar log as @LionelCG

https://gist.github.com/HugsLibRecordKeeper/ccf2779799f5313488f0fffbcb406ec3
LionelCG 13 NOV 2022 a las 4:10 
Removed this mod from the list and tested again and the issue is gone. Tested with a new savegame though. Adding this mod back also brings the issues back.
LionelCG 13 NOV 2022 a las 3:48 
Did some troubleshooting:
Errors occur only after saving / reloading.
Error messages (tons of them, two examples):
Hash collision between EtchedSmoothedSandstoneXXAtom and EtchedSmoothedSandstone:
both have short hash 0
Hash collision between EtchedSmoothedSandstoneXXBeer and EtchedSmoothedSandstone: both have short hash 0


I also searched for one of those, EtchedSmoothedSandstoneXXAtom and found them in the config for While You're Up / PUAH+
..RimWorld1-4-3537Win64\SaveData\Config\Mod_2034960453_Mod.xml (2 Matches)
Line 5555: <li>EtchedSmoothedSandstoneXXAtom</li>
Line 5928: <li>Blueprint_Install_EtchedSmoothedSandstoneXXAtom</li>

Minimalistic modlist:
<li>brrainz.harmony</li>
<li>ludeon.rimworld</li>
<li>ludeon.rimworld.biotech</li>
<li>mlie.etchedstonewalls</li>
<li>mehni.pickupandhaul</li>
<li>fluffy.modmanager</li>
<li>codeoptimist.jobsofopportunity</li>
bonesbro 1 NOV 2022 a las 19:12 
I don't have vanilla genetics expanded and get the hash conflicts, so it's not that one at least.
Kyrox 29 OCT 2022 a las 0:21 
For those of you having errors about hash errors, are the errors removed when you disable Vanilla Genetics Expanded?
Brybry 27 OCT 2022 a las 21:59 
I ran into this too, but I also have 250 mods so that's not exactly useful :sleepyjill:
Mlie  [autor] 23 OCT 2022 a las 14:35 
@Silver Wolf 00 You have a lot of mods active there. Please confirm with only this mod loaded.
Silver Wolf 00 23 OCT 2022 a las 14:20 
Mlie  [autor] 23 OCT 2022 a las 10:10 
@Silver Wolf 00 See Reporting Issues above
Silver Wolf 00 23 OCT 2022 a las 9:16 
Hash collision between EtchedSmoothedSandstoneXXAtom and EtchedSmoothedSandstone: both have short hash 0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.MapFileCompressor:ThingsToSpawnAfterLoad ()
(wrapper dynamic-method) Verse.Map:Verse.Map.FinalizeLoading_Patch2 (Verse.Map)
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch6 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.RunEventFromAnotherThread_Patch0 (System.Action)



This like a 100 times with different stones
Deepfield 28 AGO 2022 a las 10:38 
Mlie you are a gift :)
Mlie  [autor] 28 AGO 2022 a las 10:34 
@Deepfield Should now add beauty value
Deepfield 28 AGO 2022 a las 1:39 
Really wish it added beauty to the wall if you etch it or decorate it. I see its just a texture swap though sadly of the vanilla smooth wall.
Nekurrot25 27 JUL 2021 a las 11:56 
now i can finally extract skulls, epic fix
Vithralia 27 JUL 2021 a las 11:42 
The option to release animals shows up properly for me now, thanks for the update!
Mlie  [autor] 27 JUL 2021 a las 10:52 
@Vithralia Should be fixed now, found some bad old code that just replaced the available designators instead of just adding to them, hiding all newer designators like release into the wild.
Thanks for the report!
Vithralia 27 JUL 2021 a las 10:34 
For some reason this mod disables the "Release to wild" button for tamed animals in 1.3. It doesn't seem to be a compatibility issue with other mods, since it still breaks when the only mods enabled are this one, Harmony, and HugsLib.
Mlie  [autor] 29 ENE 2021 a las 1:45 
@jeffrey8777 Added the meditation bonuses but regarding the graphics I think that might be out of my knowledge.
jeffrey8777 19 ENE 2021 a las 21:24 
Is it possible to make the etched stone walls use graphic_appearances class? I'm using this mod with Cupro's Stones and their optional detailed texture uses 3 different StuffAppearanceDef for brick walls so it doesn't look nice with etched walls. Also I noticed that etched walls can't be used as a meditation focus for ascetic pawns. It's not really much of an issue but would be nice if added.
Fohcs 6 SEP 2020 a las 22:32 
Yeah I figured that out last night while trying to figure out how visual studio works lol. I found a work around just using the defs. I think it might break something in the minerals mod but I think its minor and I rather be able to etch walls.
Mlie  [autor] 6 SEP 2020 a las 11:04 
@Fohcs The trouble is that the code would only compile if there was a reference to their code in the solution. And that would make it throw errors if you didnt have the Minerals mod loaded.
Fohcs 5 SEP 2020 a las 18:54 
Any chance you can add support for the "Minerals" mod? Its a mod that meant to be used with HCSK modpack and can be found on github. So rather niche.

From poking around both mods the issue is with the " allThings .thingClass == typeof(Mineable) "

The minerals mod uses a custom class called "Minerals.StaticMineral" in the defs.


I dont really know C# but if I were too add " || allThings .thingClass == typeof(Minerals.StaticMineral) " to line 26 in the source and figure out how to compile would that be enough to make it work?
Threnody 25 ABR 2020 a las 19:21 
Thanks for this!
Mlie  [autor] 12 ABR 2020 a las 9:47 
@rebelscum I cant really remove it now as that would cause errors for all that has them spawned in game. You can however patch it out yourself, with a simple remove-patch for the defname SmoothedLavaRock.
egoanditspwn 12 ABR 2020 a las 8:55 
Could you take the SmoothedLavaRock ThingDef into a patch or something? I don't play with Natures Pretty Sweet, yet I'm getting meteors (at least from Vanilla Events Expanded's meteor shower event) that are made of this stuff.
GKore 15 MAR 2020 a las 6:03 
Thanks for the quick fix! Just confirmed it working in my game :-)
Mlie  [autor] 13 MAR 2020 a las 14:23 
@GKore & @abenlen Found the bug with the trees. The mod changes the possible actions-list and that list separates cutting trees and harvesting trees in version 1.1.
Should be fixed now.
abenlen 13 MAR 2020 a las 12:43 
Having the same issue with the option to cut down trees going away. Seems odd.
GKore 10 MAR 2020 a las 15:29 
Minor bug but: when I'm using this mod, the option "chop wood" when having a tree selected that is between 40-99% grown is gone. Makes chopping trees just a tad less convenient in some scenarios...
Stupid Dumb Lizard 9 MAR 2020 a las 9:12 
Every time I look up wall mods this comes up, but I've been looking for a continuation of wall fillers from I thin... b18? Either way, thanks for keeping old things current.
Kaiser Waffle 7 MAR 2020 a las 8:01 
Your the man although this should deffinetly of been in the base game.
张扒皮蛋张 6 MAR 2020 a las 16:56 
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