RimWorld

RimWorld

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Minerals Rock
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Mod, 1.6
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235.523 MB
5 Sep @ 2:11am
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Minerals Rock

Description
Version 0.1

A complete overhaul of mountainous terrain and rocks in RimWorld.
This has been adapted from the Hardcore SK mod "Minerals" by the original author (Me!).

- Rocks come in different sizes, textures, and shapes other than square!
- Different types of rocks have distinct appearances and properties, so each map looks and plays different.
- Rock types vary more in how hard they are to mine, how much they yield when mined, how rocky the landscape is, how beautiful they are, and how much cover they provide in a gunfight.
- Rocks are a type of "Mineral" from the Minerals Framework mod which grants them features such as dropping multiple types of resources while being mined. See Minerals Framework for more information.
- Adds Basalt and makes it the only rock present in volcanic biomes

See other mods in the "Minerals" collection to get the full experience:

- Minerals Sparkle: Valuable crystals that can be mined for gems in remote and extreme biomes
- Minerals Frozen: Dynamic ice and snow that can be used for building and cooling rooms

The Minerals mods are still being balanced. Feel free to let me know if anything needs to be adjusted!

I am not aware of any incompatibilities with other mods, but please let me know if you find any.

Requires "Minerals Framework" mod to function.

See the source code and report issues at: https://github.com/zachary-foster/MineralsRock
45 Comments
Shampooh 8 Oct @ 11:02am 
Is there anything I can to mitigate the spread of river rocks? They seem to keep washing up onto my bridges and adding enough pathing slowdown that pawns end up preferring to wade through the water.
NiktWazny 28 Sep @ 3:37am 
Also vine mining not working
NiktWazny 25 Sep @ 4:06am 
Hi, great mod idea but I have one issue so far - I can't place wall torches on smoothed walls. Don't know yet if I will be able to put cables in those. Is this intented?
Dusty Breeches  [author] 24 Sep @ 1:06pm 
@Luckspear, I will look into it for next update. Thanks for the report.
Dusty Breeches  [author] 24 Sep @ 1:05pm 
Basalt should not be more common than any other rock. Perhaps you have another mod that is adding basalt? That could double its frequency. I will check to see if it is spawning more, but it is not designed to to do execept in volcanic biomes
Luckspeare 23 Sep @ 10:53pm 
Got a three-mod interaction involving basalt and I'm not sure who to submit it to, so submitting to all three.

Error occurs on load. Have tried different load orders, no effect. Remove any one of them and error disappears. Mineral Framework is included as dependency for Minerals Rock.

Mashed's Ashlands + Minerals Rock + Quarry [Adopted] ->

Could not execute post-long-event action. Exception: System.ArgumentException: An item with the same key has already been added. Key: Basalt

https://gist.github.com/HugsLibRecordKeeper/74e0135d6f67966632ead3caf6afeac1
dominicawb 23 Sep @ 11:58am 
I also don't care for the prevalence of Basalt on maps, no matter if it's realistic or not. I like having rock variety, but Basalt being a true blackrock compared to Slate's very dark grey is a bit boring. Did you have other rock types in the works? I always liked the color variety of older mods such as cupro's stones. Might be worth thinking about varying the colors past whats realistic a bit.
melcalizar 17 Sep @ 6:51pm 
This seems to transform most rock into Basalt even in non-volcanic mountainous biomes. Is this intentional?
Dusty Breeches  [author] 16 Sep @ 10:26am 
Yea, the fallback will have the same color, hitpoints, and drop content/frequency as the modded rock
OrAZion 16 Sep @ 8:43am 
What I want to ask is can a generic fallback appearance automatically adapt to the color of the rocks added to the module?
For example, I installed a mod that adds a golden rock, and when he uses a generic fallback appearance, it is golden.