RimWorld

RimWorld

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DeepRim (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.208 MB
Jul 12, 2020 @ 2:30pm
Sep 9 @ 12:36pm
48 Change Notes ( view )

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DeepRim (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of meowmeows mod
https://ludeon.com/forums/index.php?topic=39262.0

- Added smoke to the drill when drilling
- Added Send up-button to the underground drill
- Added Russian translation, thanks WolF8RocK
- Added mod-settings for changing the size of the generated map-layers
- Added mod-setting for low-tech mode where the drill is operated manually and don't require power
- Added option for transfering items between layers automatically if they are in nearby built storages. You need storage-buildings built both on the top level as well as on a lower level, next to the shaft. You will then get an added option on the shaft to automatically transfer items between them.
- Added power-transfer from the top layer to the lower layers. A set amount of power is split equally to each layer.
- sk4p3g04t made retexture for this mod: DeepRim Retexture
- Holding CTRL while transferring pawns/items will now also switch the map to the targeted map
- New icon textures made by Ontheheavens
- New drill texture made by Ontheheavens based on the the retexture mod by sk4p3g04t. The old texture will be used when selecting the "Low-tech"-option in the mod-settings.
- Manual drilling should now only be possible when the "Low-tech" option is on, as the new modern texture does not really allow manual drilling.
- For a more medieval look of the low tech drill, take a look at Van's Retexture : DeepRim by Sir Van
- If you want all you power distributed freely between your layers instead of the set amount defined in the lifts you can use Cross Dimensional Power 2 by Vex

Will now generate versions of cave biomes in Biomes! Caverns (Thanks to m00nl1ght-dev for the fix) and CaveBiome if loaded.

The 1.5 update brings a lot of new features and QoL additions, all done by SunPraise
- Layers can now be renamed
- Abandoned layer depth will not be reused
- Items can be transfered between layers and not just via the surface
- Ore density of the underground layers can be adjusted
- More flexibility with the power-transfer between layers



[discord.gg]
[github.com]



Allows construction of mining shaft, which can drill down and bring you new maps to explore and mine for resource.
Never run out of ores!
Avoid the lazy Deep drill with this new revolutionary mining method!

- Start by building a mining shaft and click start. It requires power while drilling. (It's not magic, duh)
- Once finished, you get the option to send people and item down
- They'll end up in the underground map, full of rocks and ores to mine.

FAQ:
Will there be raids in the underground?
Unlikely. I can't say for sure. Raids can probably still be forced for underground, but it'll probably just spew some red errors. Can't say what will happen, since there's quite a number of storyteller, and some are custom.

Will this mod works with [X]?
Most likely. If there's any incompatibility issue, please tell me.

Will [Custom Ore of some mod] spawn underground?
If it spawns above ground, it will likely spawn underground (Assuming that the mod configured them correctly, instead of writing a code to spawn spawn ore after your pawns landed) . At the moment, it is confirmed that hardcore SK's ores spawn correctly underground.

LAG! LAG! LAG! It's lagging!
That's not a question. But yes, this mod will take more CPU when drilling a new layer, specifically, when the drilling is done, and a new layer is generated. It only last a moment though, after that, you should be fine. There's no solution for this at the moment, unless Rimworld somehow does multi-threading. Having too many layer will also cause lag. Try to avoid that.

How do I move item from one layer to another?
Put a stockpile zone on the lift, move whatever item you wish to move. Use the bring up/move down feature to move the items. (Items, pawns, and animals are all moved by the lift in the same way)

Planned Feature:
Multiple shaft to single map, allowing tunnels to be made
Balancing
Deeper layers will have different map generation method. For example, lava and hotter in deeper layer.

Author/Mod Team
Me. Just me. I think, for now.
Oh, wait. Asset by jabbamonkey is used.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| underground exploration, resource management
Popular Discussions View All (7)
6
Apr 2, 2025 @ 3:40am
Pathfinding like in old Z levels?
Onkel Benz
5
Apr 12, 2024 @ 2:20pm
Experimental update branch (04/02/24)
XenoTheStrange
5
Feb 12, 2025 @ 11:50am
This might be me but when I play with the mod the mineshaft and lift do not show up what should i do
nolifegymperson?
1,135 Comments
Sep 23 @ 10:48am 
Yes!
Sep 23 @ 10:43am 
Is there a way to get my Cave Bugs down there ?
Sep 21 @ 8:56am 
Oh thank Christ. I was looking for something like this! Now I can FINALLY get my walk-in freezer to cooperate!
Mlie  [author]
Sep 9 @ 12:37pm 
@Lupi Space Cat Should hopefully work a bit better now
Sep 7 @ 12:49am 
I can second Lupi Space Cat here, the Biomes! Caverns patch is still chasing two nonexistent GenStepDefs. Red errors, but seemingly harmless until fixed.
Aug 24 @ 7:24pm 
1.6/Patches/BiomesCaverns_MapGen.xml still references removed GenStepDefs Caves and CavesTerrain from the old 1.4 Caverns integration. At least in my situation.
Just saying because mod desc, still mention they are compatibile.
Aug 12 @ 3:13pm 
@Mlie thanks very much, will try soon-ish!
Mlie  [author]
Aug 12 @ 3:01pm 
@ne_propheta Found the issue, should work better now!
Aug 12 @ 2:22pm 
@Mlie mh, that's strange indeed. I've made a few screenshots!

ModList:
https://www.pasteboard.co/_FbQxyBboYIC.png

New game started (in dev quick start mode, 5% of the world), where you can see that only that mod and Harmony are effectively in use:
https://www.pasteboard.co/9i5jK_4Ynbsa.png

Blueprint placement (with Steel):
https://www.pasteboard.co/hDfKmcvt1ib1.png

After someone tries to effectively construct the thing:
https://www.pasteboard.co/Q6DE8S7UeD5z.png

The current settings for the DeepRim mod:
https://www.pasteboard.co/bgb-JDRD18cm.png

I'll try to verify the integrity of the game via Steam, and then fiddle with the options. Thanks for now!
Mlie  [author]
Aug 12 @ 8:42am 
@ne_propheta I tested this and when using the normal tech-setting the shaft is not made of stuff, its made of 245 steel and 5 components.
If you are using the low-tech mod-setting the shaft is made of 300 stuff but when trying this the blueprint says the same material as chosen, 300 steel when selecting steel for example.